Files
Sylpheed/docs/re/f3-title-plays-bgm-102-and-103.md
sylph-decoder 90b7c6ea26 re: F3 -- the title plays BGM cues 1102 and 1103, from seven sites in its GamePart
A human says something is missing on the title. Something is: it plays BGM,
and two different cues.

Method with the control built in rather than bolted on. R4 wants a negative
to show the method finding the menu's cue first; this method cannot produce
a false negative for one screen because it does not look at one screen. It
finds every call of the play function in the image and reads the cue each
passes: 34 callers, cue ids 1103 x24, 1102 x3, 1107 x2, 1108, 1106, 1104,
category 4 on every one. 1103 is the cue the corpus already attributes to
the menu, and the method finds it 24 times.

GamePart_Title's neighbourhood is 0x821C4xxx-0x821C7xxx per the registry
page, and seven play sites fall inside it: 1103 at 0x821C52D0, 0x821C5620
(inside the phase handler sub_821C5580), 0x821C6188 and 0x821C6294; 1102 at
0x821C53B0, 0x821C5BA0 and 0x821C6DE0.

So the title plays BGM_103 and BGM_102, and 1103 is the SAME cue as the
menu's -- which is why a port playing nothing on the title sounds like
something is missing rather than merely quieter.

The sting is NOT answered and the page says exactly why: this play function
carries ids in the 1102-1108 BGM range, the UI stings are SE_* cues with
ids 1-322, and not one of the 34 sites passes an id in that range. SE goes
through a different call and this method is blind to it by construction.
That is a bounded negative about the instrument, not the game, and reading
it as "no sting" would be the third time this corpus mistook a blind spot
for a fact.

Reach: exhaustive over every bl to 0x8217ACF8, so complete for that
function. The GamePart attribution is by address neighbourhood and carries
the registry page's own "by position and convention, not proven" caveat.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01Jc4pciRArGHfxGGhEbwp5t
2026-09-02 18:16:55 +00:00

3.9 KiB
Raw Blame History

F3 — the title does play music: cues 1102 and 1103, from its own GamePart

Status: decoded from the image for the BGM; not answered for the sting. Instrument: ⟨image⟩ — every call site of the play function, read out of /image/sylpheed.pe. 2026-09-02.

A human says something is missing on the title. Something is: the title plays BGM, and it plays two different cues.


Method — and the control is built into it, not bolted on

R4 requires a negative to show the method finding the menu's cue first. This method cannot produce a false negative for one screen, because it does not look at one screen: it finds every call of the play function in the whole image and reads the cue each passes.

sub_821C5580's call is play(this, category, cue_id) (f2-no-gain-field-in-tables.md), so scanning bl 0x8217ACF8 and back-resolving li r5,<imm> gives the map:

34 callers.  cue ids passed: 1103 ×24, 1102 ×3, 1107 ×2, 1108, 1106, 1104
             category argument: 4 on every one of them

The positive control passes by construction. 1103 is the cue the corpus already attributes to the menu (bgm-102-decoded-during-boot.md), and the method finds it — 24 times. A method that returned nothing for the title while also finding nothing for the menu would prove only that the method was broken; this one demonstrably finds the thing it is supposed to find.

The answer

GamePart_Title's neighbourhood is 0x821C4xxx…0x821C7xxx — the phase store at 0x821c4fbc, the phase handler sub_821C5580, sub_821C6458, and the registered creator sub_821C7D98 (boot-config-and-gamepart-registry.md). Seven play sites fall inside it:

site cue
0x821C52D0 1103
0x821C53B0 1102
0x821C5620 1103 inside sub_821C5580, the phase handler
0x821C5BA0 1102
0x821C6188 1103
0x821C6294 1103
0x821C6DE0 1102

The title plays cue 1103 (BGM_103) and cue 1102 (BGM_102) — two cues, from seven sites, alternating across the part's phases.

📌 1103 is the same cue as the menu's. That is the useful shape for the port: the title and the menu are not two different pieces of music, and 1103 running across both is why a port that plays nothing on the title sounds like something is missing rather than merely quieter.

The sting is NOT answered, and here is exactly why

The play function scanned here carries cue ids in the 11021108 range — the BGM vocabulary. The UI stings the question asks about (SE_UI_DECIDE on Ⓐ, something on the plate's arrival) are SE_* cues with ids 1322 (data/se-ui-cues.txt), and not one of the 34 sites passes an id in that range.

So SE goes through a different call, and this method is blind to it by construction. That is a bounded negative about the instrument, not about the game: it says nothing about whether a sting exists. Finding the SE play path — and running this same census on it — is the next step, and it is the same shape of work that just succeeded here.

⚠️ Do not read "no SE in this census" as "no sting". That inversion is exactly what R4's control requirement exists to prevent, and it would be the third time this corpus mistook an instrument's blind spot for a fact about the game.

Reach

⟨image⟩, exhaustive over every bl to 0x8217ACF8 in the whole 9.2 MB, so the census is complete for that function. The GamePart attribution is by address neighbourhood, which is the same convention boot-config-and-gamepart-registry.md flags as "by position and convention, not proven" — the cue ids are certain, the label "these seven are the title's" carries that page's caveat.