Files
Sylpheed/docs/port/HANDOFF.md
Sylpheed RE agent ea91c4cbea re: my phase hypothesis is dead, and the input puzzle is narrower than
this corpus thought

Last iteration I proposed that the boot title is phase 2 and the
attract-returned title is phase 4 state 0, and that only phase 2 wires up
A -- a candidate answer to the oldest open question in
canary-scripted-input-traps.md. I marked it untested and named a test
that needed reading this+132 at runtime.

There was a cheaper one. The decoded graph says B from the main menu is
the edge 4 -> 0, so the B-returned title IS phase 4 state 0. If that
state were the inert one, A would not work there.

A works. Control first -- A on the boot title opened the menu -- then A
on the B-returned title opened it too. So phase 4 state 0 handles A and
the hypothesis is refuted, one iteration after I raised it. Recorded in
REFUTED under my own name, and the conditional stated: the edge is
decoded, but which title it produces is my inference.

The test earned something better than it cost, though. That page frames
the problem as "the boot title accepts A, a later title does not", and
that is too broad -- the B-returned title accepts A perfectly well, a
case nobody had tried. Only the ATTRACT-returned title is inert. Whatever
causes it is tied to the attract cycle specifically rather than to the
title having been shown before, which is a much smaller haystack.

Also reproduced in passing: 4 s after B the plate is absent and fades in
after, the same near-miss this corpus has already been caught by once.
2026-08-28 20:21:23 +00:00

336 lines
25 KiB
Markdown
Raw Blame History

This file contains ambiguous Unicode characters
This file contains Unicode characters that might be confused with other characters. If you think that this is intentional, you can safely ignore this warning. Use the Escape button to reveal them.
# Handoff — what the menu port needs, and where it stands
The single page the **port agent** reads. Everything here is produced by the
container agent's reverse engineering; nothing here is a design decision about
the port itself.
Keep it current. It is a summary with links into `docs/re/`, not a second copy of
the findings — but an answer that is not reachable from this page has not been
delivered.
## How to read an answer
Every row below is one of exactly three things, and the distinction is the point:
| | meaning | what the port should do |
|---|---|---|
| **decoded** | a field on the disc, with a disc-wide check | read it from the data |
| **measured** | not on the disc in any form we found, but the running game does *this* | hardcode it, and cite this page |
| **undecodable** | we looked in these places, it is not there, here is the reach of the negative | author it by hand, knowingly |
There is no fourth kind. If a row says *measured* or *undecodable*, the port is
**authoring** that value, not transcribing it — and it should be kept somewhere a
human can see it is a human decision, so that when it is later decoded the
authored version can be deleted.
## Status
| | Question | State | Answer / link |
|---|---|---|---|
| Q1 | keyframe time unit + ramp shape | ✅ answered | ramp is **linear**; **2 units per rendered frame**; **`1 unit = 1/60 s` — settled**, the idle title presents at 28.5 fps so the game is 30 Hz — [`ui-keyframe-time-unit.md`](../re/ui-keyframe-time-unit.md) |
| Q2 | which build is which screen state | ✅ answered | `GP_TITLE` is **8 screens shipped twice, EN/JP**: 4/7 title art, 2/3 the `PRESS Ⓐ` plate, 5/8 main menu, 6/9 `EXTRAS`, 0/1 and 10/11 two unidentified `DELTASABER` plates — [`ui-title-build-map.md`](../re/ui-title-build-map.md) |
| Q3 | paint order for the six screens | ✅ answered | **decoded**: a `u16` layer key at `+0x0A` of each `T8aD` sprite header, stable-sorted with declaration index; unkeyed elements get an implied key. Confirmed on 5 measured orders + `EXTRAS` vs a capture. One residual: the **tie-break** is unknown and bites on one element of the title — [`structures/ui-paint-order-key.md`](../re/structures/ui-paint-order-key.md) |
| Q4 | button → GamePart | ✅ answered | **measured** which screen all **5** buttons open — `NEW GAME``DIFFICULTY``SELECT DATA`, not a hang. The **GamePart id is still a name match**, not a measurement — [`menu-navigation-semantics.md`](../re/menu-navigation-semantics.md) |
| Q5 | navigation semantics | ✅ answered | **measured**: initial focus varies boot to boot (2× `TUTORIAL`, 2× `NEW GAME`); ⬆⬇ one step, **wraps both ends**; ⬅➡ do nothing; Ⓑ returns to the parent **with focus restored**; Ⓑ on the main menu → title; Ⓑ on the title → nothing — [`menu-navigation-semantics.md`](../re/menu-navigation-semantics.md) |
| Q6 | boot sequence + what drives it | ✅ answered | sequence **measured** end to end; the driver is **code, not data** — four search spaces closed, so the port **authors** the sequence — [`boot-config-and-gamepart-registry.md`](../re/boot-config-and-gamepart-registry.md) |
| Q7 | transitions | ✅ answered | a **fade through black**, drawn by the screen's own last-painting `.prm` quad. Fade-in ramp is **decoded** from its keyframes; the ~0.4 s fade-out is **measured** (not in the file) — [`screen-transitions.md`](../re/screen-transitions.md) |
| Q8 | menu audio bindings | ✅ answered | cue vocabulary + bank **decoded**; event binding is a **name match** (the authors' own event names); SE audio is **undecodable from the disc** — no XACT container exists anywhere — [`menu-audio-cues.md`](../re/menu-audio-cues.md) |
| Q9 | video binding + playback rules | ✅ answered | **decoded** from the movie manifest: `ADVERTISE_MOVIE``ADV.wmv` (boot intro *and* attract are one asset), `MS00A``S00A.wmv` is the new-game intro, `STAFF_ROLL`→the credits reel. ✅ **one Ⓐ skips a movie** (title at 57 s vs a 193 s baseline) — [`movie-binding.md`](../re/movie-binding.md) |
| Q10 | music-bank sub-wave roles (intro+loop?) | ✅ answered | **two stems of one performance, played together** — sample-synchronous, equal duration, 32/32 banks. **Concatenating is wrong.** Not a seamless loop either — [`structures/bgm-two-stems.md`](../re/structures/bgm-two-stems.md) |
| S1 | Ready Room go/no-go | ✅ **no-go** | it is 2D and enumerates fine (60 builds), but `GP_READY_ROOM.pak` holds **briefing/tactical-map** content, not the six-button Ready Room menu — [`ready-room-probe.md`](../re/ready-room-probe.md) |
## Already settled — the port can rely on these today
* **`GP_TITLE.pak` is eight screens, each shipped twice — English and Japanese.**
Build 4 is the English title art and 7 its Japanese twin; **2/3 are the
`PRESS Ⓐ BUTTON` plate, a build of their own** composited over the title and
faded in a beat later; 5/8 are the five-button main menu; 6/9 are the `EXTRAS`
submenu — the **only** submenu inside this archive. Builds 0/1 and 10/11 are a
`DELTASABER / SYLPHEED A.I.` plate that was **never seen running**, in the boot
path, any title-side screen, or the attract loop. ✅ measured against live
captures for the four English screens the boot path shows;
[`ui-title-build-map.md`](../re/ui-title-build-map.md).
**Withdrawn:** the earlier "builds 6/8/9 are submenus" — 8 is the Japanese main
menu. The other four main-menu buttons leave the archive, and where each one
goes is **measured** — see the button-destination bullet below.
* **Buttons are identifiable as data.** Element kind `0x3002` = button, `0x0` =
decoration, `0x10` = primitive. ✅ decoded **for the title-side screens**.
⚠️ `0x3002` is one member of a `0x3000` family with sub-bits, and it is not the
only button kind on the disc: `GP_READY_ROOM`'s 902 bundles contain **zero**
`0x3002` and use `0x3000` / `0x3004` / `0x300c` / `0x3008` instead. Nothing in
this milestone changes — every screen in scope is `GP_TITLE` — but do not ship
`kind == 0x3002` as a general button test.
(The kind is the 4th `u32` of the 60-byte declaration entry, at `+40`.)
* **Menu order is geometric.** Buttons sorted top-to-bottom by resting Y. This is
✅ correct for a vertical menu and is **not** a decoded neighbour graph — the
disc's real navigation structure is unknown, and `opt ` is *not* a focus link
(measured and refuted, see
[`ui-focus-and-effect-elements.md`](../re/structures/ui-focus-and-effect-elements.md)).
* **Highlighted states pair by name** — `ptbtn01.rat``ptbtn01f.rat`. 🟡 a
naming convention that holds for all 54 real pairs, not a decoded field.
* **The resting pose is the hold**, not the first, last or longest-dwell keyframe;
a keyframe is the **start of a ramp**.
[`ui-resting-pose.md`](../re/structures/ui-resting-pose.md). ✅
* **That ramp is linear, and it runs at 2 keyframe time units per rendered
frame.** Measured frame-by-frame off the running game's own draw stream: a
declared 15-unit fade lands on `round(255·k/15)` for all seven of its samples,
with `k` stepping 2, 4, 6, 8, 10, 12, 14 on seven consecutive submitted frames.
**measured**, not decoded — the disc says `t=30`, it does not say what a `t` is.
**The seconds conversion is settled: `1 unit = 1/60 s`, a 30 Hz title.** The
re-test this page used to name has been run — 300 submitted frames timed on the
**idle** title (nothing loading) came out at **28.8 and 28.3 fps**, the same
rate as the 27.6 fps measured during the loading splash. The competing 60 Hz
reading is excluded: it needs the emulator at 47 % of real time while idling on
a screen that costs ~5 draws per frame.
A second, independent line agrees — the transition quad is declared black for
12 units (0.20 s under this conversion) and a capture measured the pure-black
plateau at 0.170.23 s
([`screen-transitions.md`](../re/screen-transitions.md)).
⚠️ Still **measured, not decoded**: no field on the disc says "sixtieths of a
second".
* **The paint order is derivable from the file.** Each `T8aD` sprite header
carries a **`u16` layer key at `+0x0A`** (the upper half of the 32-bit word at
`+0x08` is zero in all 21 184 sprites on the disc). Paint order is that key,
**stable-sorted** so equal keys keep declaration order; elements with no sprite
(`.prm` primitives, `.tbm`) have no key and take an implied one — the backdrop
and dim quads sort early, the screen-transition fade (`pteff00.prm`,
`pfeff00.prm`) sorts **last**. ✅ decoded. Checked against five paint orders read
off the running game, one of them (`GP_SAVE_LOAD`'s slot-list header, 6
instances) **exact and independent of the screens the rule was fitted to**, and
against a fresh `EXTRAS` capture. It reorders 341 of the disc's 965 builds, so
it is not a no-op dressed as a rule.
🟡 **The one residual: ties.** Where two elements share a key the game
sometimes paints them in an order nothing predicts — eight candidates refuted,
including declaration order, RATC child order, keyframe times, resting X/Y and
`kind`. Measured cost: on the three screens with ground truth it changes the
blend of **one element on one screen** (a title glow). Take the stable sort and
accept that.
* **Ⓑ returns to the title, and that title still works.** Ⓐ on the Ⓑ-returned
title opens the main menu — measured, with Ⓐ on the boot title as the control in
the same run. (Only the *attract*-returned title is inert, which is an emulator-
harness curiosity, not a port concern.)
* **Menu movement, measured off the running game.** ⬆⬇ move one item per press
and **wrap at both ends** (5-item main menu and 3-item `EXTRAS` both). ⬅➡ do
nothing. Ⓑ goes up one level **and restores focus to the item you came from**;
Ⓑ on the main menu returns to the title; Ⓑ on the title does nothing. **Initial
focus is not stable**: four boots of the same script gave `TUTORIAL`,
`TUTORIAL`, `NEW GAME`, `NEW GAME`. Do not hardcode it; pick one and say you
picked it. All **measured**, none of it on the disc.
* **Each button's destination is measured; its GamePart id is not.**
**`NEW GAME``DIFFICULTY`** (`EASY`/`NORMAL`/`HARD`/`BACK`, opening on
`NORMAL`) **`SELECT DATA`** — it does *not* hang; the run then hits the
already-documented `sub_823070B0` cache crash, which is not a menu problem.
`LOAD GAME` → the save-slot list, `TUTORIAL` → the lesson list, `OPTIONS`
the settings menu, `EXTRAS``GP_TITLE` build 6, `EXTRAS ▸ MISSION SELECT`
the stage list. The
GamePart ids (`3`, `25`, `8`, `5`, `7`) are the entries of the decoded id table
whose **names match the screens seen**; that binding is authored, not measured.
* **A screen change is a fade through black.** Each screen carries a full-screen
black `.prm` quad that paints last (`pteff00.prm` / `pfeff00.prm`) whose
keyframe group *is* the transition: black at `T0`, clear by `T1`, clear until
`T2`, then back to black on exit. ✅ decoded, with a disc-wide check — and in
`GP_TITLE` exactly the six **screen** builds carry it while the six overlays do
not. The fade-in length is `T1 T0` and is read from the file (0.87 s for
`EXTRAS`, 0.97 s main menu, 4.08 s title). ❔ **The fade-OUT length is not on
the disc** — the last keyframe has no time slot; **measured ~0.4 s**, twice.
The black hold measures 0.170.23 s. ⚠️ Do not time the fade-in off a capture's
brightness: the incoming screen's own element animations dominate it and run
much longer than the quad.
* **The movie manifest names every boot-side video by role.** `dat/tables.pak`
entry `0x5b983a08`: `LOGO1``LOGO4``logo1.wmv``logo4.wmv` (**not on the
disc** — this is why the splash is a screen), **`ADVERTISE_MOVIE``ADV.wmv`**,
`STAFF_ROLL``SYLPH_HD720p_8M-CBR_2ch.wmv`, **`MS00A``S00A.wmv`** (the
new-game intro, 93.9 s, with subtitle + `VOICE_S00A` + a text overlay),
`MS01A``S01A.wmv`. ✅ decoded — and **`S00A.wmv` is now also measured**: matched off the running game at 0.961.000 with a strictly monotone playhead over 25 consecutive 0.5 s samples. It starts ~4.5 s after Ⓐ on the save slot.
**The boot intro and the attract movie are the SAME asset** — there is no
separate boot slot, and 15 of 19 captured attract frames match `ADV.wmv` with a
monotonically advancing playhead ending at its full 137 s. One video, not two.
✅ The attract movie **plays to its end**; nothing cuts it short.
**A movie is skippable with a single Ⓐ.** Measured: one tap ~45 s into the
boot brought the title at ~57 s against a ~193 s no-input baseline over three
boots, with Canary's own keystroke counter proving exactly one press was
delivered — and the skipped-to title is **fully functional** (`PRESS Ⓐ` plate
present, Ⓐ opens the main menu). What breaks the boot is *hammering*: 88
presses left a permanent black screen. One press is fine.
* **The menu's sound events are named on the disc.** `tables.pak`'s `SOUNDS`
record carries 322 `SE_*` cues, and the low block is the UI vocabulary — named
after the *event*: `SE_UI_CURSOR` (2), `SE_UI_DECIDE` (3), `SE_UI_CANSEL` (4),
`SE_UI_IMPOSI` (5, the error), `SE_UI_SUB_WIN_OPN`/`_CLS` (8/9),
`SE_UI_SPLASH_IN`/`_OUT` (12/13). ✅ decoded, full list in
[`data/se-ui-cues.txt`](../re/data/se-ui-cues.txt). They all live in **one**
bank — `BANK_SE` is a single field naming `Static.slb`, and 0 of the 322 has
its own `FILES` entry.
🟡 **Which event fires which cue is a name match**, not a measurement — strong,
because these are the authors' own event names, but nobody has watched the game
emit cue 2 on a d-pad press. The port is authoring it.
**The SE audio IS extractable — by playing it.** (This corrects an earlier
"cannot be extracted" on this page.) The disc carries no index: `Static.slb` has
**0 `RIFF`/`seek`/`WAVE`** and there is **no XACT container anywhere** (0 ×
`XGSF`/`SDBK`/`WBND` in 1.08 GB of `sound.pak`; no `XACT` string in the
executable — those extensions are the authoring tool's). But Canary's
`--xma_param_probe=true` logs every stream's head bytes, and searching them in
`Static.slb` locates the wave exactly:
**d-pad move → `0x1ec0` (4 pkts / 8 192 B, 0.533 s); Ⓐ confirm → `0x5d6c0`
(6 pkts / 12 288 B, 1.016 s); Ⓑ back → `0x0ec0` (2 pkts / 4 096 B, 0.344 s)** —
every cue the five screens need. Move and back reproduce with identical head
bytes across **two independent boots**. Each matched at one offset only, and
the first two are contiguous
(`0x0ec0 + 4096 = 0x1ec0`) — the bank is a packed run of whole 2 048-byte
packets with no delimiters, which is why nothing could be scanned for.
**⬅ and ➡ play nothing distinct** — no new stream on either, so leave them
silent (the probe dedups, so this excludes a *distinct* invalid cue, not a
quiet replay of an already-heard one).
🟡 The Ⓐ press both confirms and opens a screen, so whether its wave is the cue
named `SE_UI_DECIDE` or `SE_UI_SUB_WIN_OPN` is not separated.
⚠️ The order is **not** cue-id order, so the index must be observed per cue, not
counted. ✅ **The slices decode**: 0.533 s, 0.344 s and 1.016 s of mono 48 kHz
audio with the attack-and-decay shape of UI blips, via
`tools/re-capture/slb_extract_wave.py` — whose wrapper reproduces a known-good
`BGM_001` decode to the same 173.808875 s, so it is verified, not assumed.
* **The boot sequence is not data-driven — the port authors it.** ❔ Four places
were checked and the order is in none: `config.ini`'s `[SYSTEM]` is empty, the
movie manifest carries assets not transitions, the requested GamePart id lives
**only as a stack argument in flight** (no persistent field, no literal store),
and the string `GP_ADVERTISE_DEMO` has **zero xrefs**. A transition is a call
with an id argument, chosen by code.
🟡 **But the states have names, and the transition uses them.** `sub_821C6458`,
the title part's state function, calls **`sub_821CC860(…, "<NAME>", 0)`** with
`TITLE_SCREEN`, `TITLE_MENU` and `LOADING` — the three states measured off the
game, in the game's own words — and installs the result. So a transition is a
call with a **name** argument, which is also why `GP_ADVERTISE_DEMO` has no
xrefs: at this level the screen graph is name-keyed, not id-keyed.
✅ The argument is now **decoded** at 46 of that function's 48 call sites (28
distinct names). ⚠️ It is a **generic name-keyed lookup**, not a screen factory —
its arguments include `BG`, `BLACK`, `FADE`, `FILE`, `KEY`, `PAD`, `SOUND`,
`GAMMA_RGB`. An earlier version of this page claimed `DIFFICULTY` and
`EXTRA_MENU` as corroborated screen names; **neither is ever the argument**, and
only `TUTORIAL_MENU` survives.
**And the state machine itself is decoded**: `state = this+136`, ten states
dispatched through a jump table at `0x821C6498`, with **18 transitions** each a
literal `li`/`stw`. States **0, 2, 8** install `TITLE_SCREEN`, `TITLE_MENU`,
`LOADING`. `4 → 0` is the only edge back to the title, reached from `2 → 4`
which matches Ⓑ-returns-to-title as measured. Full graph in
[`data/title-state-machine.txt`](../re/data/title-state-machine.txt).
⚠️ **All of that is ONE PHASE.** `GamePart_Title` dispatches on an outer phase
field at `this+132` (five values) before reaching any of it: phase 0 is the
**developer splash** (`sub_821C5690`, the same function the corpus fingered
independently), phase 4 is the title/menu machine. The ten states and
eighteen edges above live inside phase 4 alone.
**State 4's edge conditions are an event code**`sub_821C6458`'s third
argument. State 4 is the input-waiting state (reached straight after the menu
is installed) and handles 6 of 26 events: **`0` → title**, **`3`, `5`, `8`,
`25``LOADING`**, `10` → state 5.
🟡 What the event *numbers* mean is not decoded — button id, menu row, or
message id — so the port still takes the button→destination map from
measurement. The one-to-title / four-to-loading shape matches the five-item
menu with Ⓑ, but that is a **count-match, not a mapping**. The sequence itself is fully measured:
splash → `ADV.wmv` → title + `PRESS Ⓐ` → (idle ~810 s → `ADV.wmv` in full →
title) → Ⓐ → main menu, with Ⓑ from the main menu returning to the title.
* **`config.ini` picks the language, and that is what picks the EN/JP build.**
The disc's **only** config file (400 bytes, at the root; one `find` over the
whole extract). Its `[LANGUAGE]` section maps the console's `XC_LANGUAGE_*`
value to `eng`/`jpn`/`deu`/`fra`/`esp`/`ita`, defaulting to `eng` — that code
selects `GP_TITLE`'s English or Japanese build and the `<lang>.pak` families.
✅ decoded.
❔ Its `[SYSTEM]` section — which the file's own comment says holds what the
game and every game part share — is **empty**, so the boot *order* is not in
disc-side configuration at all.
* **Five GameParts are named but never registered.** Pulling every
`RegisterToFactory<N, class silph::GamePart_X>` diagnostic string binds **24 of
the 29 ids to a C++ class**
([`data/gamepart-class-ids.txt`](../re/data/gamepart-class-ids.txt)). Ids `1`,
`2`, `16`, `18`, `28` have no registration site — including
**`GP_ADVERTISE_DEMO` (1)**, which agrees with the measurement that the attract
loop is the *title* replaying `ADV.wmv` rather than a separate part. 🟡 an
argument from a diagnostic string, not from the code.
Also: **`3` and `4` are both `GamePart_SaveLoad`** — one part, two ids.
* **The GamePart id table** — 29 entries at `.rdata 0x820A1630`, confirmed by the
executable's own registration strings. ✅ This is the screen vocabulary; which
button reaches which entry is Q4 and is *not* part of it.
* **The logo splash is a screen, not a video.** `logo1``logo4` are
manifest-bound with no `.wmv` on the disc. ✅
* **Sprites carry their own labels.** No font rendering or localisation is needed
for this milestone. ✅ — and the localisation is *already baked in*: the
Japanese screens are separate builds in the same pak, not a text swap.
## Facts the port will trip over
* **`ADV.wmv` is WMV3 video + WMA Pro audio**, 1280×720 at 30 fps, 137 s. Godot 4
plays only Ogg Theora natively. How to handle that is the port's decision, not
ours — but it is not optional.
* **The disc holds 3.3 GB of video, and exactly two files are in scope:**
`dat/movie/ADV.wmv` (the boot intro *and* the attract loop — one asset) and
`dat/movie/S00A.wmv` (the new-game intro, 93.9 s). Named from the movie
manifest, ✅ decoded.
* **`Static.slb` over-declares its size** by 616 768 bytes — it is the
highest-offset entry in `sound.pak` and its size field is an allocation size. A
reader must allow a short read there and only there.
* **Voice downmixes to mono, music does not.** The left-channel downmix is correct
for spoken lines and discards half a music mix.
* **A music bank is TWO STEMS THAT PLAY TOGETHER — do not concatenate.**
✅ The "10 KB + 4.47 MB + 4.67 MB" reading was wrong: the 10 KB is the bank
header, and a bank is exactly **two waves of identical duration** (32/32 banks
on the disc). `BGM_001`'s two are **sample-synchronous** — transient
correlation peaks at lag 0.00 s over ±5 s, and both stop at the same
millisecond, 167.663 s. Wave 1 is quieter, far more L/R-decorrelated and has
almost no bass, so it reads as a surround-rear pair or a second intensity
layer — 🟡 which of those is unsettled, and `ChannelMask` is `0x0002` on both,
so the file will not say. Today's 347 s concatenation plays the piece twice,
the second time as a bass-less stem.
**And it is not a seamless loop**: `BGM_001` fades out at 167.663 s and is
followed by 6.15 s of silence, with no loop-point field identified. A menu loop
is authored.
**The menu's music is `BGM_103`.** The cue *table* cannot say — its BGM
entries are numeric — but `GamePart_Title`'s `sub_821C5580` plays **cue 1103**,
and `BGM_103.slb`'s two declared waves (3 876 864 / 3 930 112 B) are
byte-for-byte the two streams the XMA probe saw decoding at the main menu.
Static code, disc census and runtime all agree. The port does **not** have to
choose a track.
* **`JNGL_001.slb` does not decode.** One bank in 9 519; its payload is not a whole
number of XMA1 packets from any known data offset.
## What is still open
Every question above is answered, so this is the honest residue rather than a
work queue. **None of it blocks the five screens.** (Q1's seconds conversion was
here until 2026-08-28 and is now settled.)
| | what | why it is stuck |
|---|---|---|
| 🟡 | **cue NAME → event binding** (Q8) | event→**wave** is measured for move/confirm/back; that the cursor's wave is the cue *named* `SE_UI_CURSOR` is still read off the authors' identifiers |
| ❔ | **the other ~319 SE cues** (Q8) | located one at a time by triggering them; only the three the menu needs have been done |
| 🟡 | **the paint-order tie-break** (Q3) | eight candidates refuted; costs one element's blend on one screen |
| 🟡 | **GamePart ids behind the buttons** (Q4) | the *screens* are measured; the ids are a name match onto the executable's class names |
| 🟡 | **the boot transitions in code** (Q6) | `GamePart_Title` has **two nested state fields** — a 5-way phase at `this+132` and a 10-way state at `this+136` inside phase 4. Phase 0 = splash (`LOGO`), phase 2 = title + `PRESS Ⓐ` plate, phase 4 = the menu machine. Unknown: what the event *numbers* mean, and phase 1/3 |
| ❔ | **builds 0/1 and 10/11**, the `DELTASABER` plates (Q2) | never seen anywhere in the boot path, the title-side screens or the attract loop. A mission load is the remaining candidate and this container kills runs before one completes |
(An earlier version of this table called the audio items blocked on "an emulator
whose audio path can be observed". That was wrong — this build already has
`--xma_param_probe`, and using it settled both.)
⚠️ **A container caveat that bounds all of the above:** the emulator has twice
been killed mid-run with no crash line in its own log (at ~50 s and ~145 s), on a
box sitting at ~1 GB free with swap exhausted. Dynamic experiments here have to
fit in roughly two minutes of guest time, which is why several of these residuals
are unfinished rather than unattempted.
## Reference data
Committed alongside the findings, so the port can be built without a disc in the
loop during development:
* `sylpheed-cli screen info --build <n> GP_TITLE.pak` — the element table, per
build, with pivots, kinds, focus links, keyframes and resting poses.
* `sylpheed-cli screen render` — the reference composite. When the port draws a
screen, this is what it should be diffed against; where they disagree, one of
them is wrong and the disagreement is worth reporting back.
* `docs/re/captures/` — framebuffer captures of the real screens, for anything
that has to be checked against the game rather than against our renderer.