Gate: `godot --path port -- --boot --film=/tmp/boot` runs publisher_logo -> developer_logos (4.65 s) -> title (8.57 s), holding on the title after 13.05 s, each screen fading in, holding, and fading through black into the next. verify-screen now covers all 16 screens and passes `--all` to the reference renderer: the exporter addresses by pak entry index, which is the numbering `--all` uses, and without it `--build 10` would land on entry 12. The four new splash bundles come in at max 1-2/255. The three known differences are unchanged. Also recorded, taken from the RE agent rather than re-derived: * Focus stays "replace" -- over-vs-instead is unobservable (the focused sprite covers the base at 100 % of base-visible pixels; the two compositions differ by RMSE 1.1, under the gamma floor). The port guessed right for the wrong reason. The real gap is that ptbtn0Nf.rat declares TWO sprites -- a glowing ring, then the label -- where ptbtn0N.rat declares one. P5's, and the ring's placement is not decoded, so it will be authored from the capture and marked as such. * RMSE against captures has a FLOOR: capture ~ 255*(render/255)^g, g ~ 1.49 menu and EXTRAS, 1.34 title, and it is a ramp the GAME installed, not a capture-path artefact to subtract. Narrow reach (fitted on mostly-dark patches), so the port will not extrapolate it and will not apply it to rendered output. It is a comparison constant, not a rendering one. * Rotation is escalated to a human and the port has NOT acted. The RE half is answered -- about the declared pivot, measured -- and it has zero effect on the five screens at rest.
685 lines
35 KiB
Markdown
685 lines
35 KiB
Markdown
# Decisions
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One entry per decision that outlives the container it was made in. Newest last.
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A decision that lives only in an agent's context is lost when that container
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dies, which is what this file is for.
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---
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## P0 — the exporter, 2026-08-28
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### The exporter reads one authored file, and stamps its provenance into the output
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`export/` is derived and `authored/` is hand-written, and the natural reading of
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that is that the exporter never touches `authored/`. But a screen has to be
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*called* something, and the disc does not name its builds — the identification of
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build 5 as the main menu is HANDOFF Q2, **measured against a live capture**, not
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a field.
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Two ways to handle that:
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1. the exporter emits `build_05.json` and the runtime renames it from
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`authored/screen_names.json`;
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2. the exporter reads that map and writes `main_menu.json` directly.
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Chose **2**, with a condition: every name it applies carries `name_source:
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"authored"` and a `name_why` quoting the evidence, and `check` **rejects** an
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authored name with no `why`. The file that lands in `export/` is therefore still
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honest about which of its fields is a measurement — which is the property the
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derived/authored split exists to protect — while a human opening the tree sees
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`main_menu.json` rather than having to resolve a rename in their head. A build
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nobody has identified exports as `build_NN` with `name_source: "index"`, which is
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a locator and not a claim.
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This is the **only** authored input the exporter takes. Everything else in
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`authored/` is applied by the runtime over `export/`.
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### Sprites are per screen, not a flat pool
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`main_menu` and `extras` both ship a `ptbase.t32` and they are different
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pictures. A flat `sprites/` directory would have silently collided; whichever
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screen exported second would have won, and the loser would have drawn the wrong
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background with no error anywhere. `sprites/<subdir>/<screen>/<name>.png`.
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### The format is executable
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`sylpheed-export check --out export` validates a tree against `docs/FORMAT.md`
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with no disc in hand. It exists because "the export is correct" is otherwise an
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assertion, and because the P0 gate is *"validates against FORMAT.md"* — which is
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not a thing anyone can confirm by reading.
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It reads the tree the way Godot will: as a stranger, with no access to the disc,
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the decoders, or the exporter's internals. It deliberately does **not** check the
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export against the disc — that is what `sylpheed-cli screen render` is for, at P1.
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Checked that it bites, rather than assuming: five mutations of a valid
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`main_menu.json` — a broken `paint_order` permutation, a dangling
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`focus_sprite`, a reversed `buttons` list, a `#rrggbbaa` colour, an invented
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`name_source` — are each caught with a specific message.
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### The highlight sprite pairs by name; `opt ` is exported but not believed
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FORMAT v1 said `focus_sprite` came from the element's `opt ` link. That reading
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was **measured and refuted** by the RE agent, and this export shows why plainly:
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on the main menu, `opt ` chains `ptloop01 → ptloop02 → ptbtn01` — two decorations
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and then a button. It is a linked list of something, and it is not focus.
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The highlight is paired by **sprite name** instead (`ptbtn01.t32` ↔
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`ptbtn01f.t32`), which is HANDOFF's convention and holds for all 54 real pairs on
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the disc. It resolves all five main-menu buttons. The raw link is still exported
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as `opt_link`, renamed so that nothing downstream mistakes it for navigation, and
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so that whoever eventually decodes it has the data.
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Note this is 🟡 a naming convention, not a decoded field. It is authored in
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effect, and lives in the exporter only because it is a rule over disc data rather
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than a value we chose.
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### The paint order is exported, not authored
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Q3 decoded it — a `u16` layer key at `+0x0A` of each `T8aD` sprite header,
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stable-sorted with declaration index. So it is read in the exporter, per the
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contract's own rule for a decoded answer, and `paint_order` in `export/` is a
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derived field. `"paint_order"` is gone from `unresolved`; **`paint_order_ties`
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replaces it**, because the tie-break is still unknown and costs one element's
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blend on one screen.
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Where an element has no `T8aD` header the key comes from the decoders' table of
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keys **measured off the running game**. That is a different kind of fact, so it
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is labelled: `layer_source` is `"sprite"`, `"implied"` or `"none"`, and a
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consumer that needs to know whether a layer is read or measured can tell.
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### Colours are exported as two fields with the byte order in the name
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There are two modulate colours and they multiply: `tint` is RGBA, `fade` is
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**ARGB** and its high byte is the alpha that ramps. v1's single `"#ffffffff"`
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could not carry both and silently discarded the ramping alpha. They are exported
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as `tint_rgba` and `fade_argb`, raw hex, byte order in the key — because getting
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it backwards is silent and looks like an art bug rather than a parse bug.
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### `t` stays raw
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HANDOFF Q1 is answered — linear ramp, 2 units per rendered frame, working
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conversion 1 unit = 1/60 s — but that conversion is **measured off the running
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game, not read from the file**, and the finding itself flags the 27.6 present-
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frames/second measurement as the part worth re-testing. If the game turns out to
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present at 60 Hz, every duration halves.
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So `t` is exported exactly as the disc spells it, `keyframe_time_unit` stays in
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`unresolved`, and the conversion will live in one authored place at P2. One
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constant to change, in a file that says it is a decision.
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### The final keyframe has no `t`, and `check` enforces that
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The disc has no time slot on the last keyframe of a group. A file that carries
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one there has invented it. `check` rejects it — this is the one place where the
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temptation to emit a plausible number is strongest and the resulting error is
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completely invisible.
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---
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## P1 — Godot draws the screen, 2026-08-28
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### The Godot side reads the manifest, not a path
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`ExportTree` is the only class that knows where `export/` is: `SYLPHEED_EXPORT`
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if set, otherwise `<project>/../export`. Screens are addressed by their manifest
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**name** (`main_menu`), never by a file path, so the runtime never encodes the
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archive's subdirectory and a re-export that moves a file does not break it. It
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also checks `format` on both the manifest and each screen, and refuses a tree it
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was not built to read rather than half-drawing one.
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Textures are read as bytes and decoded with `load_png_from_buffer` at runtime.
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They are deliberately **not** Godot-imported resources: `export/` is gitignored
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and regenerated wholesale, and a `.import` sidecar per sprite would be derived
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state living next to derived state, invalidated on every re-export.
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### One CanvasItem draws the whole screen
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`ScreenView._draw` walks `paint_order` and draws each element itself, rather
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than making a node per element and leaning on `z_index`. The export's
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`paint_order` is already back-to-front, so honouring it is a loop; expressing
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the same order through sixteen nodes' z-indices would hide the one thing that is
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still unresolved about it — the **ties** — behind Godot's own sibling rules,
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where a change in the export would silently become a change in Godot's tree
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order instead of a visible change in the draw sequence.
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### P1 draws `rest` and nothing else
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Every element is drawn at its resting pose. No keyframe interpolation: that is
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P2, and it depends on the keyframe time unit, which is **measured** rather than
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decoded. A milestone whose gate is a pixel diff must not have a measured
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constant inside it, or the diff stops being evidence about the port.
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For the same reason `focused_id` is empty at P1. Initial focus was measured as
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unstable boot to boot (HANDOFF Q5), so choosing one is an authored decision and
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it belongs to P5, where a human is pressing keys.
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### Nearest-neighbour, and why that is not a preference
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`TEXTURE_FILTER_NEAREST`. The export is a 1:1 copy of the disc's own texels and
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elements draw at up to 500 %; a bilinear filter invents detail the disc does not
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have. It is also what the reference renderer does — `ui_layout::blit` maps
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destination to source by integer division — so a filter difference cannot
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masquerade as a placement difference in the diff.
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### The capture is the SubViewport, not the window
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The screen is drawn into a `SubViewport` sized to the export's own `design`
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rectangle and shown through a container that scales it to the window. The first
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attempt captured `get_viewport()` and got **1235×695**: there is a window manager
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on the Xvfb display and its title bar had eaten 45×25 px of a screen the export
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declares as 1280×720. A gate that compares a rescaled 1235×695 capture against a
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1280×720 composite measures the compositor.
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So `--capture` grabs the SubViewport texture: exactly the design rectangle,
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independent of the window, directly comparable with `screen render` with no crop
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and no resample. The windowed run is still worth doing — it is what proves a
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human sees the screen — but it is not what the numbers come from.
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## P1 gate — the diff, and what it found
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`tools/verify-screen` renders every screen in the manifest both ways and reports
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the largest per-channel difference anywhere in the frame. Both renderers are held
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to the same inputs: the reference CLI built by `build-reference-cli` from the
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revision the exporter is **pinned** to (not `/reborn/target/`, which is a live
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mount that moves mid-iteration), `--black` because the screen carries its own
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background, and `--primitives --animated` because those are what make the CLI
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draw the same element set the port draws at rest.
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| screen | build | max per-channel Δ | |
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|---|---|---|---|
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| `main_menu` | 5 | **3** | the P0/P1 gate screen |
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| `main_menu_jp` | 8 | 3 | |
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| `extras` / `extras_jp` | 6 / 9 | 4 / 3 | |
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| `press_start` / `press_start_jp` | 2 / 3 | 1 | |
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| `build_00` / `build_01` | 0 / 1 | 3 | |
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| `build_10` / `build_11` | 10 / 11 | **0** | byte-identical |
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| `title` | 4 | 6 | paint-order tie, below |
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| `title_jp` | 7 | 154 | sampling phase, below |
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`main_menu` — the milestone's own gate — agrees to **≤3/255 on every channel of
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every pixel**, RMSE 0.38 %, with **no** pixel differing by more than 4 %. 3/255
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is what integer-truncating compositing in the CLI and float rounding on a GPU
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differ by; there is no structural disagreement anywhere in the frame.
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Three screens exceed that, and each has a named cause rather than a threshold.
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### `title`: a tie in the paint order — neither renderer is wrong
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Build 4 is the one screen where the CLI uses a paint order **measured off the
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running game** instead of deriving it. Compared against the order this port
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exports, every single disagreement is **inside a tie** — the two orders differ
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only among elements carrying *identical* layer keys (`0x8083`, the `back2` glow
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group, and `0x80a0`):
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```
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derived : … 15, 16, 17, 18, 0, 1, 2, 3, 4, 5, 7, …
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measured: … 15, 18, 16, 17, 0, 2, 4, 7, 1, 3, 5, …
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```
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That is exactly the residual HANDOFF Q3 documents and this export already
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declares in `unresolved: ["paint_order_ties"]`. It is worth stating what it
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costs: **904 px** in the glow band at (445,117)–(1195,313), all of them 4–6/255.
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The port keeps the stable sort, per HANDOFF's own recommendation. Nothing to fix,
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and nothing to tune — a "fix" here would be fitting the port to one screen's
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capture.
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Two of the reordered indices (`0x80a0`) are `kind & 0x4` template instances that
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both renderers skip, so the only real reorder outside the glow group is
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`ptlogo2` against `ptlogo_tm`, which do not overlap.
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### `title_jp`: nearest-neighbour sampling phase — the CLI is the one I would call wrong
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`title_jp` is the **only** screen in the export with a drawn element at a scale
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that is not a whole multiple of 100 %: `ptlogo_eff2` at 125 %. It is also the
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only screen with a difference above 6/255. The two facts are the same fact.
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At a non-integer ratio the two renderers pick different source texels:
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* `ui_layout::blit` samples the source at the destination pixel's **top-left
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corner** — `sxi = col * sw / dw`.
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* A GPU samples at the destination pixel's **centre** — `floor((col+0.5)·sw/dw)`.
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At 125 % those disagree on one column in five, which is why the differing pixels
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are ~30 above 100/255 strung along thin diagonal edges rather than a shifted
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region. At every whole multiple of 100 % they agree exactly, which is why the
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other eleven screens are clean.
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**Which is wrong:** the CLI, I think. Corner-sampled nearest is a half-
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destination-pixel bias toward the top-left that no rasteriser produces, and the
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Xenon GPU that drew this screen sampled at pixel centres. But I have no
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framebuffer capture of `title_jp` and the disagreement is sub-pixel on one glow,
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so this is a reading, not a measurement — recorded in `docs/BLOCKED.md` rather
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than acted on. **The port is not changing to match**, because matching the CLI
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here would mean deliberately reproducing a half-pixel offset in order to make a
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number smaller.
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### `extras`: two pixels
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Two pixels at 4/255. Rounding.
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### What the diff cannot tell us
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The pivot question in `docs/BLOCKED.md` predicted that a P1 diff could not
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distinguish "anchor scale to the declared pivot" from "anchor to half the
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texture", because both renderers use the declared pivot. That prediction held:
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the port and the CLI agree on every scaled element, and that agreement is **not
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evidence** about which anchor the game uses. It stays open.
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### ~~`pteff05.t32` and `pteff04.t32` have no sprite, and that is correct~~
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**RETRACTED 2026-08-29. This was wrong, and it was the most consequential thing
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on this page.** See "The menu had no background" below.
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---
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## P2 — keyframe animation, 2026-08-28
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### The time unit is authored, in one file, and says loudly that it is not on the disc
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`authored/timing.json`. HANDOFF Q1 is answered — linear ramp, 2 units per
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rendered frame, 1 unit = 1/60 s — but that conversion is **measured off the
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running game**, not read from a file, which is exactly the case the
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derived/authored split exists for. It is expressed as
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`keyframe_units_per_second: 60` rather than seconds-per-unit so the value is
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exact instead of a repeating decimal, and it carries the two independent lines
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that support it. `t` stays raw everywhere in `export/`; seconds appear only
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where this file is applied, which is one line of `boot.gd`.
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`exit_ramp_seconds` is deliberately **null**. See below.
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### The timeline stops at the last *timed* keyframe, and never plays the exit
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The last keyframe of every group carries **no `t`** — the disc has no time slot
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there. Across this export that final frame is an *exit* pose: for 116 of 134
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elements it differs from the last timed keyframe **in alpha only** (a fade-out),
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for 12 it is the loading splash's scale-and-slide exit, and for 6 it is
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identical (no exit animation at all).
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So the group is `pre-roll → ramp in → hold → [exit]`, and the port plays it up to
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the hold and stops. Playing into the exit would mean **inventing how long the
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ramp takes**, because the disc does not say. That duration is the screen
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transition — HANDOFF Q7 measured it at ~0.4 s — and it belongs to P3, with its
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own evidence. This is why `exit_ramp_seconds` is null rather than 0.4: P2 has no
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business holding it.
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### The interpolation is checked by where it lands, not by inspection
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For **8 of the 12** screens the settled timeline is **byte-identical** to the
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`--pose=rest` render. That is the useful assertion: the port walks the keyframes
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with an authored time unit and arrives, to the pixel, at the pose the pinned
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decoders independently identify as the resting one. `tools/screen-strip` reports
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this per screen, so a change to the interpolation that drifts by one unit shows
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up as a diff rather than as nothing.
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The four that differ do so for two distinct reasons, below.
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## `rest` misidentifies six elements, and the running game says so
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On `main_menu`, the settled timeline and `rest` differ in exactly one region:
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**400×470 at (440,108)** — the bounding box of `ptframe1` and `ptframe2`, and
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nothing else on the screen.
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`rest` puts both at their **first** keyframe: off-position and fully
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transparent. The keyframes say they slide (620,108)→(440,108) and (403,267)→
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(583,267) while fading 0x00→0xff, and then hold that pose for their last three
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keyframes including the untimed one.
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`/reborn/docs/re/captures/main-menu-oracle.png`, a capture of the running game,
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**shows them**: the bright circuit-frame bracket around the menu, with a ring at
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the bottom right. Cropping the same 250×180 region from the capture and from
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both renders puts the ring and its elbow trace in the port's timeline render
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**pixel-aligned with the game's**, and absent from the `rest` render. That is
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geometry, not luminance, so it does not depend on the capture's gamma or on the
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fact that it was taken with `NEW GAME` focused.
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### Why the decoders get it wrong, precisely
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`ui_layout::rest_plateau` excludes a run of identical keyframes that **ends the
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group**, because that run is normally the exit — the comment cites the pause
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menu, where taking the trailing run erased the word PAUSE. That exclusion is
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right in general and wrong for an element with **no exit animation**, where the
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trailing run *is* the hold. The rule then falls back to an earlier run, which
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for a slide-in is the invisible pre-roll.
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The condition that identifies the affected elements exactly, with no false
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positives in this export, is:
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> the final untimed keyframe has the **same pose** as the last timed keyframe
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Six elements match it and `rest` misses all six: `ptframe1`/`ptframe2` on
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`main_menu` and `main_menu_jp`, and `pteff02` on `title` and `title_jp`. This is
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a **finding for the RE agent** about `sylpheed-formats`, not something this port
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fixes: the decoders are pinned and must not be reimplemented here. The port
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simply does not use `rest` — it derives the arrived pose from the keyframes,
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which needs no heuristic — and `verify-screen` still asks for `--pose=rest` so
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that renderer-vs-renderer diffing compares like with like.
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|
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Note what this says about P1: the port and the reference renderer **agreed** on
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`main_menu` to 3/255, and both were missing two elements the game draws. Two
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renderers reading the same field through the same decoder agreeing is not
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evidence that the field is right. `docs/BLOCKED.md` had already said that about
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the pivot; here it bit for real.
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## The title is not settled, and P2 does not claim it
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`title` and `title_jp` differ between the two modes by much more (max 142 and
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247), and there the disagreement is **not** the six-element bug alone. `rest`
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picks a mid-timeline hold for several glows (`pteff01`, `ptlogoall_eff`,
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`ptlogoall_eff2`, `ptlogo_back2eff5`) where the timeline runs on to a much
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brighter pose.
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I could not settle which is right, and did not try to make the numbers agree:
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* No element's alpha ever reverses direction anywhere in this export, so the
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title's 4.48 s timeline is a slow one-way ramp, not a pulse — which removes the
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obvious reason to expect a loop, but does not prove there is none.
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* The only live title capture composites the **`PRESS Ⓐ` plate (build 2) over
|
||
the title (build 4)**, so it cannot be diffed against build 4 alone. Mean
|
||
luminance is oracle 64.1, `rest` 62.8, timeline 80.0 — which looks like it
|
||
favours `rest`, except that the plate *adds* brightness and `rest` is carrying
|
||
a 25 % black dim quad (`pteff02`) that is itself one of the six misidentified
|
||
elements. The comparison is confounded in both directions and settles nothing.
|
||
* **Both modes are visibly wrong anyway.** Side by side with the capture, the
|
||
port draws a washed-out cyan glow slab across the logo that the running game
|
||
does not have — in `rest` mode too. That is a third problem, independent of
|
||
this one, and it is P3's.
|
||
|
||
So: the timeline is the default because it is derived from the disc's own
|
||
keyframes with one measured constant and no heuristic, and because it is proven
|
||
right on the screen this milestone gates. On the title it is **unverified**, and
|
||
P3 should not assume P2 settled it.
|
||
|
||
---
|
||
|
||
## P2, corrected — the pin moved, and the settle rule was wrong, 2026-08-28
|
||
|
||
### Answering the RE agent's question: which six, and on what screens
|
||
|
||
They asked, having found only two elements on the English main menu satisfying
|
||
the condition this port proposed. The six span the whole 12-screen export:
|
||
|
||
| element | screens | trailing run |
|
||
|---|---|---|
|
||
| `ptframe1`, `ptframe2` | `main_menu`, `main_menu_jp` | alpha `0xff` — **visible** |
|
||
| `pteff02` | `title`, `title_jp` | alpha `0x00` — **transparent** |
|
||
|
||
So four of the six are the pair they already found, once per language build, and
|
||
their alpha rule accepts exactly those. The other two are `pteff02`, whose
|
||
trailing run is transparent, so their rule **excludes** it and leaves `rest` at
|
||
`0x40`.
|
||
|
||
**That exclusion is right, and their own measurement proves it.** `pteff02` is
|
||
the 25 % dim quad; they measured the title render going from **+13.14 to +0.55**
|
||
against the plate-free capture once the dim is drawn. `rest` must therefore stay
|
||
at `0x40` and must *not* move to the transparent trailing run — which is what
|
||
their rule does. Two investigations converging from opposite directions.
|
||
|
||
The condition this port proposed was **too loose**; the alpha discriminator is
|
||
the correct rule and the port has no amendment to offer.
|
||
|
||
### The pin moved 8b6dbcf → 5414db3
|
||
|
||
Its own commit, and what I wanted from it is the fixed `ui_layout::rest()`.
|
||
Pinned at `5414db3` rather than `4bc9706` where the fix was written, because
|
||
`5414db3` is where it carries its disc-wide check — 30 of 13 991 elements move,
|
||
4 become visible, **0 become invisible**.
|
||
|
||
The re-export is the evidence the change was contained: **two files changed, and
|
||
within them exactly four `rest` blocks** — `ptframe1`/`ptframe2` on both main
|
||
menus moving from `(620,108)/(403,267)` at `t=16` and alpha `0x00` to
|
||
`(440,108)/(583,267)` at `t=62` and alpha `0xff`. Every diff line pairs; the
|
||
other ten screens are byte-identical, `pteff02` did not move, and no sprite
|
||
changed.
|
||
|
||
### The settle rule was wrong, and their title finding is what showed it
|
||
|
||
P2 shipped "hold the last **timed** keyframe", on the reasoning that the exit is
|
||
the final untimed frame. **That is wrong**, and the title is the counter-example:
|
||
`pteff02` holds at `t=46` with the dim at alpha `0x40` and then ramps to `0x00`
|
||
by `t=236`. The exit is not only the untimed frame — it can be a long run of
|
||
timed ones. Running to the end drops the dim and makes the whole screen ~13/255
|
||
too bright, which is exactly the luminance excess P2 recorded (oracle 64.1,
|
||
`rest` 62.8, timeline 80.0) and could not explain.
|
||
|
||
A group is `pre-roll → ramp in → hold → ramp out → post-roll`, and a screen that
|
||
has arrived sits on **the hold**. So the timeline now plays in and stops at
|
||
`rest`, which is the decoders' identification of that hold and carries its own
|
||
`t`. `settle_units()` is `rest.t`.
|
||
|
||
The check is that the disagreement vanishes: on **all twelve** screens the
|
||
settled timeline is now byte-identical to the `--pose=rest` render, where before
|
||
this change four of them differed by up to 247/255. The timeline's endpoint
|
||
*should* be `rest` — the animation is what the timeline adds, not a different
|
||
destination — so this is the property to want, and it now holds without a
|
||
special case.
|
||
|
||
That also retires P2's open question about looping, from the other side: the RE
|
||
agent measured that groups hold rather than loop (`ptloop01`/`ptloop02` park
|
||
off-screen at x=1521 and x=−839; 18 s of settled title sits at sd ≤ 0.01).
|
||
|
||
## The reference renderer was stale for three diff runs
|
||
|
||
Worth recording as a process failure, because it defeated the project's whole
|
||
verification method for a while and it failed *silently*.
|
||
|
||
After bumping the pin I rebuilt the reference CLI, and `build-reference-cli`
|
||
reported success at rev `5414db3`. `verify-screen` then showed `main_menu`
|
||
jumping from 3/255 to **72/255**. The natural reading — the port had regressed —
|
||
was wrong. The port was right and **the reference was a revision behind**: the
|
||
shared `CARGO_TARGET_DIR` still held a `sylpheed-cli` built from `8b6dbcf`, and
|
||
cargo reported `Finished in 0.13s` and left it in place. Building into a clean
|
||
target directory produced a binary that resolves `ptframe1` to `(440,108) t=62`;
|
||
the shared one still said `(620,108) t=16`.
|
||
|
||
The old check — "does `screen list` run?" — cannot catch this, because a stale
|
||
binary runs perfectly.
|
||
|
||
Two changes:
|
||
|
||
* `build-reference-cli` builds into `$CARGO_TARGET_DIR/reference-cli/$rev`, a
|
||
tree **keyed by the pinned revision**, so a new pin has no artifacts to reuse.
|
||
A stable copy is placed alongside for consumers.
|
||
* It then checks the binary **against `export/`**: both come from the same pin,
|
||
so if the CLI resolves `ptframe1`'s rest differently from what the exporter
|
||
wrote, the two halves of the verification are not the same revision and it
|
||
fails loudly. It compares the two rather than asserting a literal, so it stays
|
||
true when the pin moves again.
|
||
|
||
`docker/bin/` is baked into the image, so this takes effect on the next image
|
||
build; until then the repo copy has to be invoked by path. The RE agent hit the
|
||
same class of trap this session from the other side (`./target/debug` stale
|
||
against a redirected `CARGO_TARGET_DIR`). It is worth naming the general shape:
|
||
**a build system reporting success is not evidence that the artifact you are
|
||
about to trust is the code you pinned.**
|
||
|
||
### What this did not change
|
||
|
||
`title` (6/255), `extras` (4/255) and `title_jp` (154/255) are unchanged, and
|
||
their diagnoses stand — a paint-order tie, two pixels, and nearest-neighbour
|
||
sampling phase at 125 % scale. The title's swoosh defect the RE agent localised
|
||
(drawn thick and white where the game draws it thin and pink) is untouched by
|
||
any of this and remains P3's.
|
||
|
||
---
|
||
|
||
## The menu had no background, and P1 called that correct, 2026-08-29
|
||
|
||
The pin moved `5414db3 → f817dd5` for `56cc7ac`, "a RATC child's name is stated,
|
||
not inferred". `ratc::parse` had named each child by scanning backwards for the
|
||
last printable run of bytes before its magic. For `pteff05.t32` the three
|
||
trailing payload bytes are `38 41 58` — `8AX` — which beat the real name, so the
|
||
child registered under a name no element declares and resolved to no sprite.
|
||
|
||
`pteff05.t32` is the **full-resolution background of all five menu screens**.
|
||
|
||
So every render this port has produced of a menu screen has been missing its
|
||
background, and P1 wrote that up as a property of the disc: *"the bundle declares
|
||
them and carries zero RATC children for either, so there is no texture on the
|
||
disc to export."* That sentence was false. The bundle carries the child; the
|
||
decoder was handing back the wrong name for it. Retracted above rather than
|
||
edited away.
|
||
|
||
### What the re-export shows
|
||
|
||
Six new sprites and nothing else: `pteff05.png` on `main_menu`, `extras` and
|
||
their Japanese twins, `pteff04.png` on both titles. Per screen the JSON gains a
|
||
`sprite` line and `layer_source` moves `"implied" → "sprite"` — the layer key is
|
||
now **read from the file** instead of taken from the decoders' table of keys
|
||
measured off the running game. That is the derived/authored ratchet turning the
|
||
right way, in the exporter rather than in `authored/`.
|
||
|
||
`pteff05.png` is **1280×720**; `ptbase.png`, which had been carrying the
|
||
background alone, is 640×360 drawn at 200 %. The screen was being shown its own
|
||
art at half resolution.
|
||
|
||
### Measured against the live capture, not against the other renderer
|
||
|
||
Whole-frame RMSE of the settled `main_menu` against
|
||
`captures/main-menu-oracle.png`:
|
||
|
||
| | RMSE |
|
||
|---|---|
|
||
| before this pin | 8.05 % |
|
||
| with the real background | **5.92 %** |
|
||
|
||
A 26 % reduction, and it is the right kind of evidence: the reference renderer
|
||
was missing the same element for the same reason, so a renderer-vs-renderer diff
|
||
could not have found this. It is the third time on this project that the
|
||
capture caught something both renderers agreed on — the bracket, the title dim
|
||
quad, and now the background.
|
||
|
||
`verify-screen` after the bump is unchanged in character: everything at 3–4/255
|
||
except `title` (6, the paint-order tie) and `title_jp` (155, the sampling phase).
|
||
Both renderers gained the background together.
|
||
|
||
### One thing the comparison says that I did not expect
|
||
|
||
Rendering with `--focus=ptbtn01`, which is how the capture was taken, makes the
|
||
RMSE **worse** — 5.92 % → 7.00 %. The port *replaces* an element's sprite with
|
||
its `*f` twin; `sylpheed-cli`'s own `--focus` is documented as drawing the
|
||
focused record **over** the base element. Those are different operations, and
|
||
the capture shows a ring marker beside `NEW GAME` that the port does not draw.
|
||
|
||
This is P5's, not P2's, and it is not being guessed at here. Raised in
|
||
`docs/BLOCKED.md`.
|
||
|
||
---
|
||
|
||
## P3 — splash → title, unattended, 2026-08-29
|
||
|
||
### The splash is located by entry index, because no rule can find it
|
||
|
||
The RE agent looked for a content predicate and there is none: design size fails
|
||
(every extra composable bundle sampled is 1280×720, the same as every screen) and
|
||
element count fails (fragments run 2…15 elements in `GP_OPTIONS`/`GP_SAVE_LOAD`
|
||
while the splash halves are 3 and 7 — the ranges overlap).
|
||
|
||
So `screen_builds` is now `is_build` **plus an authored allow-list of entry
|
||
indices**, in `authored/screen_names.json` under `also_export`, each with a `why`
|
||
that says it is a locator and not a claim. This is safe in `GP_TITLE` and would
|
||
not be in general: there, widening adds exactly four bundles and all four are
|
||
real screens with zero fragments. That is why it is an allow-list rather than a
|
||
loosened predicate.
|
||
|
||
**There were two splash screens and the port had neither.** Entries 11/14 are the
|
||
developer logos (GAME ARTS / SETA / studio anima); entries **10/13 are the SQUARE
|
||
ENIX publisher wordmark, the first thing the boot shows**, and nothing in this
|
||
project had noticed them. Both pairs are region twins — ™ on 10, ® on 13 — and
|
||
the port shows one of each, not both.
|
||
|
||
### `authored/screen_names.json` is now keyed by pak entry, not by ordinal
|
||
|
||
Widening the enumeration renumbers the ordinals, and a name that moves when the
|
||
enumeration rule changes is not a name. The file had always called the entry
|
||
"the stronger locator"; it is now the only stable one. In `GP_TITLE` the two
|
||
coincide across all 16 entries, which is also the numbering `sylpheed-cli screen
|
||
--build N --all` takes — so `verify-screen` now passes `--all`, and without it
|
||
`--build 10` would have landed on entry 12.
|
||
|
||
The two previously-unnamed plates therefore renamed `build_10`/`build_11` →
|
||
`build_12`/`build_15`. Their names were always locators; now they locate the
|
||
right thing.
|
||
|
||
### The exit is the group playing itself out, not a black rect over a freeze
|
||
|
||
HANDOFF's answer to ask 2 was (a), and it came with a test that discriminates
|
||
rather than a plausibility argument. Under "a black quad over a frozen screen"
|
||
every region is scaled by the same 1−α, so the button-region / background-region
|
||
brightness **ratio** stays constant through the fade. Measured, it falls
|
||
6.495 → 5.574 → 3.105 → 2.125 → 1.935 — a 3.4× monotonic drop. The screen plays
|
||
out: `pteff00.prm` ramps to opaque black while the labels, `ptmsg`, `pteff10`
|
||
and `pteff12` ramp to transparent, and `ptframe1`/`ptframe2` hold.
|
||
|
||
Implemented by giving the final untimed keyframe a **synthetic time**,
|
||
`exit_ramp_units` after the last timed one, and then interpolating it like any
|
||
other. One code path: the difference between arriving and leaving is only how far
|
||
`t` is allowed to run, not a second kind of animation.
|
||
|
||
`exit_ramp_units = 24` (~0.4 s) is authored, and `authored/timing.json` carries
|
||
the RE agent's own reach caveat rather than smoothing it: the filmstrip is
|
||
downsampled and the button region contains some background, so this pins the
|
||
**direction**, not 0.4 s to ±0.05 s, and it is one transition pair.
|
||
|
||
### Nothing waits on a timer the disc does not carry
|
||
|
||
`dwell` in `authored/flow.json` is deliberately empty. Each screen's dwell is its
|
||
own keyframe group — the publisher wordmark reaches its hold at t=235 (3.92 s),
|
||
the developer logos at t=190 (3.17 s), both read from the disc. Adding a hold on
|
||
top would be inventing a number nobody measured. The pacing you see is the
|
||
disc's own, and the file says where a measured number would go.
|
||
|
||
### The last screen holds
|
||
|
||
A screen plays itself out because something is taking its place. Nothing takes
|
||
the title's place yet, so the sequencer holds there. A boot that ends by fading
|
||
to black is a boot that looks like it crashed. P4 puts the intro video in front
|
||
of the title and P5 gives the title somewhere to go.
|
||
|
||
### `flow.json` reproduces an observation and says so
|
||
|
||
Q6 closed with a negative: the order is in none of the four places it could have
|
||
been, and a transition is a call with a name argument chosen by code. So this
|
||
file is authored and its header says plainly that it reproduces what was watched,
|
||
not what any file states. The intro video's place in the real boot is **named as
|
||
a gap** rather than the order being quietly rewritten to hide it.
|
||
|
||
## P3 gate
|
||
|
||
`godot --path port -- --boot --film=/tmp/boot` runs unattended:
|
||
|
||
```
|
||
publisher_logo → developer_logos at 4.65 s → title at 8.57 s
|
||
boot sequence complete after 13.05 s, holding on title
|
||
```
|
||
|
||
The filmstrip shows each screen fading in, holding, and fading through black into
|
||
the next, and the title staying up. `verify-screen` covers all **16** screens
|
||
now; the four new splash bundles come in at max 1–2/255 against the reference
|
||
renderer. The three known differences are unchanged: `title` 6 (paint-order tie),
|
||
`main_menu` 4, `title_jp` 155 (sampling phase at 125 % scale).
|
||
|
||
## Answers taken from the RE agent without re-deriving them
|
||
|
||
* **Focus stays "replace".** Over-vs-instead is unobservable: the focused sprite
|
||
covers the base at 100 % of base-visible pixels, and the two compositions
|
||
differ by RMSE 1.1 inside the button rect — under the gamma floor. The port's
|
||
guess was right for the wrong reason, and the actual gap is that
|
||
`ptbtn0Nf.rat` declares **two** sprites — `ptbtneff01.t32`, a glowing ring, and
|
||
then the bright label — where `ptbtn0N.rat` declares one. The ring is P5's, and
|
||
its placement inside the record is **not decoded**, so it will be authored from
|
||
the capture and marked as such.
|
||
* **RMSE against captures has a floor, so stop chasing it.** The capture is
|
||
`≈ 255·(render/255)^γ` with γ ≈ 1.49 on the menu and `EXTRAS`, 1.34 on the
|
||
title, and it is a ramp *the game installed* (`VdGetCurrentDisplayGamma` at
|
||
video init), not a capture-path artefact to subtract. Its reach is narrow —
|
||
the flat patches it was fitted on are almost all dark — so the port will not
|
||
extrapolate it across the range, and will not apply it to rendered output on
|
||
this evidence. It is a comparison constant, not a rendering one.
|
||
* **Rotation is escalated to a human and the port has not acted.** The RE half is
|
||
answered — rotate about the **declared pivot**, measured against the GPU
|
||
capture — and it has zero effect on the five screens at rest. The port will
|
||
carry `rotation_deg` in a future FORMAT v3 because carrying a decoded field the
|
||
renderer ignores beats dropping it, but it will not draw it until the
|
||
divergence question is settled.
|