Files
Sylpheed/docs/re/ui-keyframe-time-unit.md
sylph-decoder af51687843 re: the 27.6 fps rate is not separated from this container running the guest slow
sylpheed-port warned that wall clock on their box carries a +6.7 % decode deficit
and that cross-agent timing comparisons must go through media length. It reaches
this page's headline: a guest at ~92 % of real time and a game presenting at 27.6
fps produce identical measurements, and the three trials share the container, so
they are three samples of one confound rather than three confirmations. Same shape
as the plate-pulse phase lock.

The 8.5 % splash-dwell excess is the same number from the other side.

The port is not exposed -- it authors declared units and reads seconds from nothing
here. And the BGM_103 loop figures cannot audit it: that page states both
derivations are wall-clock, converting no bits to seconds.

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01Wuu56cE8vJGTBtn1ppsk8v
2026-08-30 22:37:32 +00:00

24 KiB
Raw Blame History

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 frames records 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_SHIFT had 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, in ui-keyframe-record-layout.md; the gate is now SYLPHEED_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 s is 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:

⚠️ The rows span two bundles, not one: palogo_sqex is in --all --build 10 and the gamearts/seta group is in --all --build 11. This table said "build 11" over all five until a corpus-wide index audit (structures/build-ordinal-vs-entry.md) checked the header against the bundle. Every placement below re-verified and correct; only the label was wrong.

capture quad declared element in bundle declared placement
666x65 @ (307,331) palogo_sqex.t32 666×68 --all --build 10 (309,330)
525x90 @ (378,155) palogo_gamearts_eff.t32 521×91 --all --build 11 (379,154)
262x108 @ (512,306) palogo_seta_eff.t32 261×110 --all --build 11 (511,305)
499x72 @ (390,162) palogo_gamearts.t32 500×71 --all --build 11 (390,164)
243x86 @ (518,317) palogo_seta.t32 240×89 --all --build 11 (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·(1k/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 108115.

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 101107, 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/seta pair holds full alpha for frames 116198 and fades out over frames 199211.

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, then palogo_gamearts + palogo_seta with their _eff sprites — but not palogo_anima (declared at 388×136 @ (446,449)) and not palogo_sqex_eff, in the ~7 s of capture after the pair faded out. The _sqex_eff absence 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 199211, 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:

  1. It does not explain the missing fade-in, which is the larger anomaly.
  2. It does not fix the 17-frame lateness of the fade-out.
  3. The _eff elements 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…n1; W[k] is the word at block k's +36. W[n1] 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[k1]; the first keyframe has no time, and kf[n1] takes W[n2] — which exists. Nothing is missing and nothing is special-cased: W[k] is simply the time at which pose k+1 is reached.

🔴 This sentence used to read "Gated by SYLPHEED_KF_TIME_SHIFT=1, default unchanged." That gate no longer exists — it was removed with the record-layout fix and appears nowhere in crates/. ⚠️ A reader following the old instruction sets an environment variable that does nothing, gets default behaviour, and concludes the two readings agree: a stale instruction that no-ops manufactures a false confirmation, which is worse than a stale description. 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 render does — 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 — evidence that SUPPORTED the shifted reading

⚠️ This heading used to end "and the shifted reading wins every time". Demoted because the shifted reading was itself superseded: the record-layout fix established the same association by a better route and timed pose 0 as well, which the shifted reading never did. The evidence below stands; it is now evidence for the corrected reading, and the gate it was collected behind no longer exists.

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⚠️ a gate since removed; there is no way to select the old reading today, and nothing to set.

⚠️ 2026-08-30 — "the game presents at 27.6 fps" is not separated from "my container runs the guest slow"

sylpheed-port warned that their boot timings carry a host deficit — 146.6 s of wall clock for 137.44 s of media, +6.7 %, because 720p Theora decodes below real time on a box with no GPU — and that any comparison between their seconds and mine must go through media length, not wall clock. Checking whether that reaches this page: it does, and to the page's own headline.

Every rate here is a frame count over a wall-clock window on one container:

window rate
idle title, trials 13 10.40 / — / 10.60 s 28.8 / 28.3 fps
boot splash 10.87 s 27.6 fps

🔴 A guest running at ~92 % of real time produces exactly these numbers, and so does a game genuinely presenting at 27.6 fps. The two hypotheses are indistinguishable by any measurement on this page, and the three trials do not separate them — they share the container, so they are three samples of one confound, not three independent confirmations. This is the same shape as the plate-pulse phase lock: agreement across runs that measures the instrument.

The same applies to the 8.5 % splash-dwell excess in boot-order-and-splash-dwell.md1.085 and 1/0.92 are the same number arriving from the two readings.

The port is not exposed. It authors declared units — 240 and 195 — and reads seconds from nothing here. That row is still decoded, and its evidence is the disc, not the clock.

What will not settle it, and I checked: the BGM_103 loop figures. Both the 9.44 s start and the 61.87 s cycle are wall-clock derived — that page states it outright, "two derivations, neither converting bits to seconds" — so they carry the same container pacing and cannot audit it.

What would settle it is a media-length reference: play an asset whose duration is fixed by its own data — a movie, or a wave with a declared byte rate — and compare its wall clock against its media length in this container. Not run.