agrees with the timeline P2's gate is the buttons sliding in, and `tools/screen-strip` renders the strip that shows it. But the useful result came out of checking where the animation settles. On 8 of 12 screens the settled timeline is BYTE-IDENTICAL to the declared `rest` pose -- the port walks the keyframes with an authored time unit and arrives, to the pixel, where the pinned decoders independently say the screen rests. On `main_menu` the two differ in exactly one region, 400x470 at (440,108): the bounding box of `ptframe1` and `ptframe2` and nothing else. `rest` puts both at their first keyframe, off-position and transparent. The capture of the running game shows them -- the bright circuit bracket around the menu. Cropping the same region from the capture and from both renders puts the ring and its elbow trace in the timeline render pixel-aligned with the game's, and absent from the rest render. Geometry, so it does not depend on the capture's gamma or on its having been taken with NEW GAME focused. `ui_layout::rest_plateau` excludes a trailing run of identical keyframes because it is normally the exit. On an element with NO exit animation the trailing run IS the hold. The condition that identifies these exactly, with no false positives here, is "the final untimed keyframe has the same pose as the last timed one" -- six elements, and `rest()` misses all six. Filed in BLOCKED.md for the RE agent: the decoders are pinned and are not this port's to fix, and `sylpheed-cli screen render` is missing the bracket too. Worth saying plainly what this does to P1: the port and the reference agreed on `main_menu` to 3/255 and BOTH were missing two elements the game draws. Two renderers reading one field through one decoder agreeing is not evidence the field is right. BLOCKED.md had already said that about the pivot; here it bit. The title is NOT settled and P2 does not claim it. `rest` and the timeline disagree there by 142-247/255, the only live title capture composites the PRESS A plate over build 4 so it cannot be diffed against the title alone, and both of the port's modes draw a cyan glow slab the game does not have -- a third problem, P3's. Recorded as an open question rather than resolved by tuning. Also reconciled against the RE agent's new work: Q8 is answered -- the SE waves are located in `Static.slb` (move/confirm/back), which unblocks P6's audio; and the title's transitions are a lookup by NAME, giving P3/P5 the game's own screen vocabulary as candidate `goto` targets, marked as the name match it is.
150 lines
9.4 KiB
Markdown
150 lines
9.4 KiB
Markdown
# Waiting on the RE agent
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What this port cannot do until an answer lands in
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[`/reborn/docs/port/HANDOFF.md`](https://git.mc02.dev/fabi/Syplheed-Reborn).
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Recorded so it is not re-discovered every iteration.
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**None of these may be guessed.** A value invented here is indistinguishable from
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a decoded one a month from now. Where a milestone can proceed with a placeholder,
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the placeholder goes in `authored/` with a `why` naming the question it stands in
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for, so it is deleted rather than forgotten when the answer arrives.
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Last reconciled against HANDOFF.md on **2026-08-28**, at `/reborn` HEAD `8b4965f`.
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(`/reborn` is mounted read-only, so `git -C /reborn pull` fails by design; the
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mount is refreshed outside this container and HEAD is read, not fetched.)
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## Still open — these block work
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| Milestone | Needs | HANDOFF | State |
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|---|---|---|---|
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| ~~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. |
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| P6 audio | which BGM the menu plays | Q10 | ❔ **not on the disc.** All 32 banks are named `BGM_001`…`BGM_109` with no semantic name anywhere. The port is choosing a track, and that choice is authored. |
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| P6 looping | where a menu loop restarts | Q10 | ❔ `BGM_001` fades out at 167.663 s into 6.15 s of silence, and no loop-point field has been identified. A menu loop is authored. |
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| P4/P7 video | whether Ⓐ skips a movie | Q9 | 🟡 unsettled — the corpus says Ⓐ skips every time, the boot harness never taps during a movie because it breaks the title. P4 can play the movie; it cannot yet say what a button press does during one. |
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| P5 `NEW GAME` | what Ⓐ on `NEW GAME` opens | Q4 | ❔ untested: Ⓐ on it **hangs the emulator**. The other four destinations are measured. |
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| P3 sequencing | what code decides to advance the boot sequence | Q6 | 🟡 the order is observed and the attract cycle timed (~8–10 s idle → fade → `ADV.wmv` in full → title). The *driver* is not decoded. P3 can reproduce the observed behaviour and must say it is reproducing an observation. |
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## Answered since this file was last written — no longer blocking
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Q1 (keyframe time unit — linear ramp, 2 units per rendered frame, 1 unit = 1/60 s
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*measured*), Q2 (which build is which screen), Q3 (paint order — a `u16` layer key
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at `+0x0A`, **decoded**), Q5 (navigation: ⬆⬇ wrap, ⬅➡ nothing, Ⓑ up with focus
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restored), Q7 (transitions: a fade through black, fade-in decoded, ~0.4 s fade-out
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measured), Q9 (`ADVERTISE_MOVIE` → `ADV.wmv` is boot intro *and* attract; `MS00A` →
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`S00A.wmv` is the new-game intro), Q10 (a bank is two stems played **together** —
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do not concatenate), S1 (Ready Room: no-go).
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Also newly available, and useful to P3/P5 when they author the flow: the title
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part's transitions are a **lookup by name**, and the game's own screen
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vocabulary includes `TITLE_SCREEN`, `TITLE_MENU`, `LOADING`, `DIFFICULTY`,
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`EXTRA_MENU`, `TUTORIAL_MENU`. Three of those are corroborated by measurements
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taken before the function was opened (`DIFFICULTY` is what `NEW GAME` opens,
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`EXTRA_MENU` is `EXTRAS`, `TUTORIAL_MENU` the lesson list). 🟡 **Candidate, not
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decoded** — the RE agent is explicit that the strings are what the call sites
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*reference*, not proven arguments, and the same list mixes in `TEXT_FONT` and
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`GAMMA_RGB`. So `authored/flow.json` may use these as `goto` names — which is
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better than inventing names — but must mark them as a name match, not a
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measurement.
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Three of those are **measured**, not decoded, and so are authored here rather
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than exported:
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| Authored because it is not on the disc | HANDOFF | Where it lives |
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|---|---|---|
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| `1 keyframe unit = 1/60 s` | Q1 | not yet written — P2 |
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| initial menu focus (not stable across boots; pick one and say so) | Q5 | not yet written — P5 |
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| the ~0.4 s fade-out and the 0.17–0.23 s black hold | Q7 | not yet written — P3 |
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## Questions this port has raised
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### Does a keyframe group loop, or hold its last pose?
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Raised at P2 and **unsettled**. The port holds the last timed keyframe, which is
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right for an entry animation (the main menu settles at t=80, 1.33 s) and is
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proven on the screen P2 gates. The **title** runs to t=269 — 4.48 s — and there
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the port's settled pose and the decoders' `rest` disagree badly (max 142/255).
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What is known: no element's alpha reverses direction anywhere in this export, so
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nothing pulses, which removes the obvious reason to expect a loop without
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disproving one. What would settle it: **a capture of build 4 alone**. The one
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live title capture composites the `PRESS Ⓐ` plate (build 2) over it, so it
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cannot be diffed against the title by itself.
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⚠️ Independently, **both** of the port's modes draw a washed-out cyan glow over
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the title logo that the running game does not have. That is a third problem and
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it is P3's; it is noted here so nobody reads the loop question as its cause.
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Not blocking anything today; raised because the port found them and a guess here
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would be believed later.
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### `rest_plateau` misfires on elements with no exit animation
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**This one is a decoder bug, not a question**, and it is the highest-value item
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on this page for the RE agent. `ui_layout::rest_plateau` excludes a run of
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identical keyframes that ends the group, on the grounds that it is the exit. For
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an element that **has no exit animation** the trailing run *is* the hold, and the
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rule falls back to an earlier run — for a slide-in, the invisible pre-roll.
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The condition that identifies the affected elements exactly, with no false
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positives across this export, is: **the final untimed keyframe has the same pose
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as the last timed one.** Six elements match; `rest()` misses all six.
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`ptframe1` and `ptframe2` on the main menu are the visible case, and
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`docs/re/captures/main-menu-oracle.png` settles it — the game draws the circuit
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bracket that `rest` calls invisible. `sylpheed-cli screen render` is missing it
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too, so this is not only a port concern.
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The port needs nothing here: it derives the arrived pose from the keyframes and
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does not use `rest`. Filed because `rest()` is used elsewhere and because a
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capture already proves it.
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### Does the game sample a scaled sprite at the pixel corner or the pixel centre?
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Found at P1, by the only screen it could have been found on. `title_jp`'s
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`ptlogo_eff2` is the **single drawn element in the whole export** at a scale that
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is not a whole multiple of 100 % (125 %), and `title_jp` is the only one of the
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twelve screens whose Godot-vs-CLI diff exceeds 6/255.
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The two renderers pick different source texels at a non-integer ratio.
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`sylpheed_formats::ui_layout::blit` samples at the destination pixel's **top-left
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corner** (`sxi = col * sw / dw`); a GPU samples at its **centre**
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(`floor((col+0.5)*sw/dw)`). At 125 % they disagree on one column in five — ~30
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pixels above 100/255, strung along thin diagonal edges. At every whole multiple
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of 100 % they agree exactly, which is why the other eleven screens are clean.
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The port has **not** changed to match: matching would mean reproducing a half-
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pixel bias on purpose to make a number smaller. The question for the RE agent,
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when it is cheap: **a framebuffer capture of the Japanese title screen** would
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settle it outright, and it is the kind of thing a capture answers in one look.
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Cost of being wrong either way: a one-texel edge on one glow, on a screen the
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English boot path never shows. This is filed, not urgent.
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### The pivot is not half the texture on `GP_TITLE`
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`sylpheed-formats`'s `ui_layout::Element::pivot_x` is documented as "for a `.t32`
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element this is exactly half the decoded texture's dimensions (verified 7/7 on
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the tutorial bundle)". Counting it over the whole of `GP_TITLE` as exported:
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* **55 of 93** sprite-bearing `.t32` elements match within ±1 px.
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* **38 do not**, and several are not close: `ptlogo_back2` is 1118×262 with pivot
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(500, 117) where half is (559, 131); `ptmsg` is 223×38 with pivot (123, 19)
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where half is (111.5, 19) — the Y matches and the X does not.
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This changes nothing today: the exporter emits the **declared** pivot and never
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derives one, and the pivot only affects drawing when scale ≠ 100 %. But it does
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matter, because scale is genuinely animated here — **177 keyframes** across
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`GP_TITLE` are not 100 %, including on the title screen the port must draw at P1.
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The question for the RE agent, when it is cheap to answer: **does the running
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game anchor a scale to the declared pivot, or to half the texture?** The two
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differ by up to 59 px on `ptlogo_back2`, which is visible. Until then the port
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follows the decoders and uses the declared pivot, which is also what
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`sylpheed-cli screen render` does — so a P1 diff cannot distinguish them, and
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agreement between the two is not evidence.
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**P1 has now been run and that prediction held.** The port and the CLI agree on
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every scaled element across all twelve screens; the question is untouched by it.
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It will stay untouched by P2 as well, since P2 animates the same two renderers'
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shared assumption. Only a capture answers this.
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