The rotated quads on the title screen come from the keyframe block after all. The earlier negative -- "every GP_TITLE build 4 element has all three angle words at zero" -- read the right bytes over too small a region: it walked the top-level declaration table, and the rotated elements are the nested leaf records ptloop01.rat / ptloop02.rat. Confirmed against the framebuffer rather than against our own renderer. The two records declare +12 = 30 and -45; the GPU capture submits their quads at +30.26 and -45.28 degrees -- magnitude and sign, two different values. Corroborated by shape in GP_BUNK 117ca14f, where +12 ramps 0 -> 360 with position, scale and alpha constant: a spin in place. Identifying which draw it was needed edge lengths, not bounding boxes: 400x1076 and 400x1444 against pteff03/pteff03a 399x180 at the elements' two different declared scales, 600% (1080) and 800% (1440). The same test names three known-positives in the capture (ptlogo1, ptcopyright, ptbtn00), so it passes its own control. Keyframe gains rotation_deg plus unknown_4/unknown_8, carried rather than dropped. NOT rendered -- ui_layout::blit is axis-aligned only, so the reference renderer and the port will both draw these upright until a rotating blit exists. The census tool ships with the trap that broke its first version: nested RATC blobs are not 4-byte aligned, so an aligned scan found 0/3 of its own control blocks and missed 16 341 blocks. Disc-wide +12 is non-zero in 14.50 % of 83 862 blocks. sylpheed-formats tests, SYLPHEED_DISC set: 131 passed, 0 failed across the 6 suites finished at commit time; the run had not yet completed.
36 KiB
Which GP_TITLE build is which screen — measured against the running game
Status: ✅ CONFIRMED for the four screens the boot path actually shows
(title art, PRESS Ⓐ BUTTON, main menu, EXTRAS); 🟡 PROBABLE for their
Japanese twins; ❔ open for the two DELTASABER plates.
Answers MISSION Q2. The previous statement — "build 4
title, 5 main menu, 6/8/9 submenus" — is partly wrong and is withdrawn:
build 8 is the Japanese main menu, not a submenu, and GP_TITLE holds
exactly one submenu (EXTRAS), in two languages.
The archive is eight screens, each shipped twice
GP_TITLE.pak has 16 entries; sylpheed-cli screen list calls 12 of them
composable builds. The 16 fall into eight pairs, and each pair's two members
have near-identical sizes and name hashes that differ by a constant — one
character of the name apart:
| entry | hash | bytes | build idx | pair |
|---|---|---|---|---|
| 0 | 01a2db9c |
483 958 | 0 | A |
| 1 | 0ff0b8a8 |
483 958 | 1 | A |
| 2 | 285d8849 |
267 014 | 2 | B |
| 3 | 369773cb |
267 014 | 3 | B |
| 4 | a60fcb85 |
12 278 666 | 4 | C |
| 7 | b483e6e6 |
13 363 328 | 7 | C |
| 5 | a715f485 |
6 977 437 | 5 | D |
| 8 | b58a0fe6 |
6 931 653 | 8 | D |
| 6 | a81c1d85 |
6 549 126 | 6 | E |
| 9 | b69038e6 |
6 548 438 | 9 | E |
| 10 | cdba806e |
426 473 | — | F |
| 13 | db2ea1f8 |
423 333 | — | F |
| 11 | cec0a96e |
999 643 | — | G |
| 14 | dc34caf8 |
999 643 | — | G |
| 12 | cf2a8ccd |
1 774 639 | 10 | H |
| 15 | dd56d99b |
1 774 639 | 11 | H |
For the three pairs whose members differ visibly — C, D, E — the difference is
English versus Japanese: build 7 is the title art with the katakana subtitle
プロジェクト シルフィード, build 8 the main menu reading 新規 / ロード /
チュートリアル / オプション / エクストラ, build 9 the EXTRAS submenu as
エクストラ. That is the whole of the language split we can see. In pairs A, B and
H the two members render byte-identical PNGs — the archive still carries two
copies, but the artwork does not change with the language.
Pairs F and G are the four entries screen list does not classify as builds by
default. They are the developer splash, and they render — see below.
The map
Contact sheet of every render:
captures/title-builds/title-build-contact-sheet.png.
| build | what it is | confirmed how |
|---|---|---|
| 0, 1 | a DELTASABER / SYLPHEED A.I. plate low-left on black, no background |
❔ not observed running. Never seen in the boot path, the main menu, EXTRAS or MISSION SELECT |
| 2, 3 | the PRESS Ⓐ BUTTON plate — an overlay build of its own, not a state of build 4 |
✅ seen composited over build 4 on the live title, at the same rect our render puts it |
| 4 | title art, English (PROJECT SYLPHEED, ™, (C)2006,2007 SQUARE ENIX) |
✅ live-title-press-a.png |
| 7 | the same, Japanese | 🟡 renders as the JP twin of build 4; the container runs an English locale, so it was not seen |
| 5 | main menu, English: NEW GAME / LOAD GAME / TUTORIAL / OPTIONS / EXTRAS, footer Ⓐ : OK |
✅ live-main-menu.png — element for element |
| 8 | the same, Japanese | 🟡 as above |
| 6 | the EXTRAS submenu, English: MISSION SELECT / MOVIE THEATER / BACK, footer Ⓐ : OK Ⓑ : Back |
✅ live-extras.png |
| 9 | the same, Japanese | 🟡 as above |
| 10, 11 | the same DELTASABER plate as build 0, over a dark circuit-line background |
❔ not observed running |
✅ The splash — the four "non-build" entries, rendered
screen list --all widens the enumeration to every composable bundle and shows
all 16 entries. The four that the default listing drops are the two halves of
the developer splash, each shipped twice:
| entry | elements / sprites | what it is |
|---|---|---|
| 10, 13 | 3 / 2 | the white SQUARE ENIX publisher logo |
| 11, 14 | 7 / 6 | GAME ARTS / SETA / studio anima — the developer logos |
splash-entries-rendered.png.
Rendered with screen render --all --primitives --black. Entry 11's seven
elements are the three logos, their three _eff glows and the
palogo_eff0.prm black backdrop — exactly the composition
structures/ui-paint-order-key.md measured
for the splash.
✅ Confirmed against the running game — 2026-08-28
The 🟡 above ("no framebuffer capture to diff against") is closed. Recording the
boot from the moment the window appears, at 2 fps, catches the splash before the
movie:
live-splash-publisher.png,
live-splash-developer.png.
Edge-correlated against the renders, with the other half as a negative control:
| capture | vs entry 10 | vs entry 11 |
|---|---|---|
| publisher frame (t ≈ 2.0 s) | 0.9146 @ (0,0) | 0.027 ✗ |
| developer frame (t ≈ 6.0 s) | −0.033 ✗ | 0.9792 @ (0,0) |
Both halves match their own render at zero shift and are firmly rejected by the
other. The 13/14 twins score 0.876 / 0.966 — near-identical artwork, so this
test cannot tell a pair apart, only a screen from a different screen.
✅ The splash's timing is DECODED, and the capture confirms it
Re-recorded at 10 fps (the 2 fps pass below was ±0.5 s and could not see ramps at all). The splash fades, both ways — it does not cut — and the bundle's own keyframes say so:
$ sylpheed-cli screen info --all --build 10 GP_TITLE.pak
1 palogo_sqex.t32 7 kf [15 30 235 239 251 255 -]
2 palogo_sqex_eff.t32 4 kf [15 30 45 -] (the glow, child of 1)
$ ... --build 11
1 palogo_gamearts.t32 7 kf [15 30 190 194 206 210 -] (seta, anima identical)
2 palogo_gamearts_eff 4 kf [15 30 45 -]
Under Q1's 1 unit = 1/60 s:
| declared | measured at 10 fps | |
|---|---|---|
SQUARE ENIX ramp in |
15 → 30 = 0.25 s |
rise 0.4 → 0.8 s |
SQUARE ENIX hold |
30 → 235 = 3.42 s |
≈ 3.5 s (0.8 → 4.3 s) |
SQUARE ENIX fade out |
235 → 255 = 0.33 s |
≈ 0.3 s (4.4 → 4.7 s) |
| developer hold | 30 → 190 = 2.67 s |
≈ 2.4 s (5.6 → 8.0 s) |
| developer fade out | 190 → 210 = 0.33 s |
≈ 0.3 s (8.1 → 8.4 s) |
The offset between declared and measured start is ≈ 0.35 s, which is simply that
the recording's t = 0 is when the window appears, not when the guest starts
drawing. Everything downstream of that lines up.
The overshoot is the glow. The measured rise peaks (6.21) at 0.8 s and settles
back (5.39) by 1.1 s, which looks like a bloom. It is the _eff child element:
its keyframes are 15 → 30 → 45, so it ramps in after the logo and then back
down, while the logo itself holds. Decoded, not a rendering artifact.
So the port can read the splash's timing off the disc rather than author it — the first screen's animation is not a measurement it has to trust.
The wall-clock sequence, for orientation
SQUARE ENIX on screen |
≈ 0.5 → 4.0 s after the window appears |
| black | ≈ 4.5 s |
GAME ARTS / SETA / studio anima |
≈ 5.0 → 7.5 s |
| black | ≈ 9.0 s |
ADV.wmv begins |
≈ 9.5 s |
⚠️ The frames at ≈ 9.5–12.5 s show SQUARE ENIX again in cyan. That is not a
third splash — it is the intro movie's own opening, which the milestone-2 notes
describe as "white SQUARE ENIX + cyan glow + red diamonds". A capture-only reading
would have recorded a third logo screen that does not exist.
So the first of the five screens now has a reference composite, a framebuffer capture, and its on-screen durations.
Reach of the two negatives. Builds 0/1 and 10/11 were looked for in: the whole
boot sequence (a 5 s-cadence filmstrip from launch to the title, ~190 s), the
title, the main menu, the EXTRAS submenu, the LOAD GAME slot list, the
transition into MISSION SELECT (a 40-frame burst), and the attract cycle. They
appear in none of them. The obvious remaining candidate is a long load — a
mission launch — which is out of this objective's scope; they are most likely a
loading/AI-chatter plate. That is a hypothesis, not a result.
Three things the captures settle beyond the map
The live title is two builds composited. Build 4 draws the art; build 2 draws
PRESS Ⓐ BUTTON on top, and it fades in a beat later — a screenshot taken
2.5 s after arriving at the title has the art and no plate, one taken ~1 s later
has both. The port must treat the plate as its own timed element.
The attract-loop title carries the plate too. After ~8–10 s idle the title
fades to black, a full-motion video plays for ~85 s, and the title comes back —
with PRESS Ⓐ BUTTON
(live-attract-title-press-a-band.png).
This is consistent with, and adds nothing to, the draw-quad comparison in
canary-scripted-input-traps.md: the plate is
not the tell that distinguishes the boot title from the attract title.
EXTRAS is the only main-menu destination inside GP_TITLE. Ⓐ on EXTRAS
opens build 6 — measured. The other four destinations leave the archive: Ⓐ on
LOAD GAME opened a LOAD GAME slot list, and Ⓐ on MISSION SELECT inside
EXTRAS opened a MISSION SELECT screen, neither of which is a GP_TITLE
build. dat/ carries GP_SAVE_LOAD.pak, GP_TUTORIAL.pak, GP_OPTIONS.pak,
GP_MISSION_SELECT.pak and GP_MOVIE_THEATER.pak; that those are the archives
behind the other four buttons is an inference from the names, not a measurement.
How to reproduce
sylpheed-cli screen list "$SYLPHEED_DISC/dat/GP_TITLE.pak"
sylpheed-cli screen render --build 6 "$SYLPHEED_DISC/dat/GP_TITLE.pak" /tmp/b6.png
tools/re-capture/boot_menu.sh q2 # boots to the main menu, cursor on NEW GAME
tools/re-capture/pad.py dpad down 0.35 # x4 -> EXTRAS
tools/re-capture/pad.py tap A 0.30
Mind the d-pad hold — see METHOD.md.
✅ The title is not a still image — it loops, ≈ 2.2 s
Recording the title at 10 fps for 22 s shows the screen never settles. After the build-in it oscillates by about ±0.5 in mean luminance, continuously:
peaks at 5.6 7.8 10.0 12.7 15.2 17.1 19.2 21.3 s
intervals 2.2 2.2 2.7 2.5 1.9 2.1 2.1
mean 2.24 s
measured, n = 7 intervals, spread 1.9–2.7 s — peak-picking a low-amplitude signal is coarse, so read it as ≈ 2.2 s ± 0.4, not a precise period.
The mechanism is already decoded: build 4 declares ptloop01.rat /
ptloop02.rat, and loop*.rat is a looping sprite animation rather than a
composition (INDEX.md, UI screen layout row). So the title carries a
looping element by construction; what is new is that it runs at ≈ 2.2 s and never
stops.
✅ The loop records ARE decoded — and they are not what I measured
ptloop01.rat is an opt -linked leaf record: in build 4 the chunk opt
(size 0x0c) carries the name, immediately followed by a RATC blob at
0xbb5966 (ptloop02.rat the same at 0xbb5a82). Its pivot fields read
200/90, matching screen info's pivot (200,90) — the right blob.
The keyframes use the ordinary 40-byte block layout, starting at +0x68:
ptloop01 → pteff03.t32 |
ptloop02 → pteff03a.t32 |
|
|---|---|---|
| kf0 | t=150 x=−639 α=ff |
t=150 x=1721 α=00 |
| kf1 | t=540 x=−39 α=80 |
t=630 x=1111 α=80 |
| kf2 | t=600 x=1521 α=ff |
t=720 x=−839 α=ff |
| scale | 100 × 600 | 100 × 800 |
| span | 150 → 600 = 450 units = 7.5 s | 150 → 720 = 570 units = 9.5 s |
Y is constant at 270 and X runs off one edge to the other, so these are
horizontal light sweeps — loop01 left → right, loop02 right → left.
🔴 Two things I wrote last iteration are wrong
1. "A leaf record's keyframes are not in the build's 40-byte layout."
Withdrawn — they are, exactly. The scan that "found nothing" demanded 29
strictly-increasing times because I read the word at +0x004 (0x001e0000) as a
keyframe count. These records hold three keyframes. A filter that hard-codes
the expected count rejects the right structure; whatever the 30 is, it is not
the number of keyframes here.
2. "The ≈ 2.2 s oscillation is the ptloop elements." Withdrawn — I asserted
the link because build 4 declares those elements, not because anything showed it.
The decoded sweeps run 7.5 s and 9.5 s. A 22 s capture would show ~3 peaks
from a 7.5 s cycle; it showed 8. So the loops are not what the oscillation
measured.
✅ Identified: it is the PRESS Ⓐ BUTTON plate pulsing
A per-tile amplitude map over the capture (8 × 6 grid, 18 s after build-in) localises the 2.3 s period precisely:
| region | sd | dominant lag |
|---|---|---|
| band x ≈ 318–954, y ≈ 560–672 | 7.65 | 2.3 s |
| wordmark centre | 0.06 | — |
| bottom-right corner | 0.003 | — |
That band is the PRESS Ⓐ BUTTON plate's rest position (ptbtn00.rat, rest
(383,550), pivot (256,25)). It is build 2, composited over the title — not
build 4.
Decoding ptbtn00f.rat, the plate's highlight variant, gives the pulse directly:
| kf | t | alpha |
|---|---|---|
| 0 | 6 | 0x00 |
| 1 | 29 | 0x06 |
| 2 | 35 | 0x4a |
| 3 | 50 | 0x50 |
| 4 | 58 | 0x50 (hold) |
| 5 | 97 | 0x4a |
| 6 | 105 | 0x06 |
A glow that fades in to 0x50 and back out — exactly a "press start" pulse.
There is an eighth keyframe: fade 0x00ffffff at the same position — the glow
returns to fully transparent, so this is a closed cycle, not a one-shot ramp.
🟡 The cycle length is still not readable — and now that is an observation.
The eighth block's time slot contains the four bytes end , the record's ASCII
terminator: the record simply stops there and the value does not exist. So the
corpus's "a group's last block has no time of its own" rule holds here in a second
form — not the next group's index, but the chunk terminator.
Declared span is ≥ 105 units = 1.75 s; measured ≈ 2.3 s (≈ 138 units), which would need a final step of ≈ 33 units. That 33 is fitted to the measurement, not read from the file, and is recorded only so nobody re-derives it as if it were a decode.
❔ The word at +0x004 is not a keyframe count. It reads 0x003c0000 (60)
here with 8 keyframes, and 0x001e0000 (30) in the loop records with 3. Whatever
it is, it is not the count, and it is not decoded.
❔ The declared 4.08 s build-in was not tested
That was the intent of this recording and it did not work. The title was reached
by skipping the movie with Ⓐ, which cuts to black and brings the title up on a
path that may not be the normal one; and the visible rise (≈ 2.7 s, from t ≈ 0.8
to 3.5) is a luminance curve, which
screen-transitions.md already establishes is not
the fade quad's ramp. So ≈ 2.7 s neither confirms nor contradicts build 4's
declared 16 → 261 (4.08 s); the two are not measuring the same thing.
Testing it properly needs the title reached without a skip, and a way to separate the quad from the elements — neither of which this recording had.
✅ For the port: build 4 alone, and groups HOLD rather than loop
Both answers the port agent asked for, in one recording.
The capture — the title with no PRESS Ⓐ plate over it
Ⓑ from the main menu returns to the title and the plate fades in a beat later, which opens a clean window. Recorded at 20 fps from the press:
| title art appears | t ≈ 1.10 s |
| builds in | 1.10 → 3.70 s (mean 41.8 → 63.2) |
| settled, still no plate | 3.70 → 5.00 s |
| plate arrives | t ≈ 5.10 s (band jumps 282 → 3 755 bright px) |
live-title-build4-no-plate.png
is t = 4.0 s — build 4, settled, unobstructed. That is the reference for the
washed-out cyan glow slab the port reports drawing and the game not having.
✅ A keyframe group HOLDS at its last keyframe — it does not loop
This follows from the decoded sweeps plus a measurement, and the two agree:
ptloop01.rat's final keyframe putspteff03.t32at x = 1521 andptloop02.rat's putspteff03a.t32at x = −839 — both off-screen on a 1280-wide design. A group that holds therefore parks both sweep sprites out of view and nothing moves after the build-in.- Measured: over 18 s of settled title the centre tiles sit at sd ≤ 0.01 (per-tile map above). A looping group would recross the screen every 7.5 s and be unmissable.
So the name loop*.rat is misleading — in this build the records animate once
during the build-in and then rest off-screen. 🟡 This is about these groups on
this screen; nothing here says no group anywhere loops.
✅ The title's settled pose is rest, and the "washed-out slab" is a MISSING dim
The port agent could not decide whether rest or its played-out timeline is the
title's arrived pose (they disagree by 142–247/255), and separately reported a
"washed-out cyan glow slab over the title logo that the running game doesn't
have". The plate-free capture settles both.
sylpheed-cli screen render --build 4 --black, edge-correlated against
live-title-build4-no-plate.png
— a capture of the real screen, so this is an independent oracle and not one
renderer checking another:
0.9163 at shift (0,0), and per band 0.92 / 0.78 / 0.93.
Geometry is right, so rest is the arrived pose for the title.
The slab is the 25 % dim, absent — not a glow, present
rest alone is uniformly too bright, and the excess leans cyan:
| render | mean (render − capture) | R | G | B |
|---|---|---|---|---|
--black |
+13.14 | +12.35 | +13.58 | +13.48 |
--black --primitives |
+0.55 | +1.30 | +0.89 | −0.54 |
Drawing the .prm primitives collapses the excess to nothing. The element is
pteff02.prm, the 25 % dim quad (build 4, rest at t=46, fade 0x40 = 64 =
25 %) — and --primitives is off by default.
So the "washed-out cyan slab" is not something being drawn that shouldn't be. It
is the dim that should be drawn and isn't: without it every pixel sits ~13
high, and because the title art is blue-dominant the shortfall reads as a cyan
wash. ⚠️ Any consumer of screen render that omits --primitives on this screen
gets it.
🟡 The residual: right on average, not right per pixel
With primitives the mean is essentially exact (+0.55) but pixel agreement is slightly worse — edge-correlation 0.9163 → 0.9066, and pixels differing by
20 rise 108 051 → 162 636. So the dim's average contribution is right while its application is not exactly the game's (blend mode or per-region alpha). Not diagnosed.
🔴 The real defect: the logo swoosh is drawn white and thick
With the dim in place, the residual is not uniform — it is a dark patch beside a bright one in one band:
row1 (y 112-225): -2.0 +3.0 -8.8 -38.6 -17.6 +16.2 +33.8 +24.4
Cropping that band from capture and render
(title-swoosh-capture-vs-render.png)
shows it plainly: the game draws the logo's Z swoosh thin, with a
pink/magenta edge; our render draws it thick and solid white. Too bright to
its right, too dark where the game's thin stroke actually falls.
This — not the missing dim — is the port agent's "washed-out slab over the title logo". The dim explains a uniform +13; the slab is this.
The elements are ptlogo_back2.t32 (rest (71,126), pivot (500,117) — a
1000 × 234 diagonal), its glow ptlogo_back2eff.t32, and the five
ptlogo_back2eff1…5 segments at y ≈ 117–194 — exactly the band that disagrees.
🟡 A connection worth chasing, not a diagnosis. Those five segments are the
group whose paint-order tie-break is the known unsolved residual
(structures/ui-paint-order-key.md): they
share key 0x8083, the game paints them 14,15,18,16,17, the stable sort paints
14,15,16,17,18, and the measured cost is "ptlogo_back2eff5 against eff3
(22 568 px) and against eff4 (32 395 px)". Same screen, same elements.
❔ But a blend-order swap is a poor explanation for white instead of pink — that looks like a tint or blend-mode problem, so I would expect a second cause.
🟡 A quantified cause for the GEOMETRY: the pivot belongs to the other language
The fade and tint fields are not the culprit — every keyframe of every swoosh
element carries 0x??ffffff, white RGB with only alpha varying, and no tint is
anything but 0xffffffff. Nor is the texture pink: ptlogo_back2.t32 decodes
blue-leaning (175, 174, 198) and its glow warm (255, 253, 234).
What is wrong is the pivot. Checking every GP_TITLE element whose texture
we decode (109 of 178) against the rule pivot = texture ÷ 2:
| exact | 17 |
| off by ≤ 1 px (rounding) | 54 |
| off by ≤ 8 px | 14 |
| off by > 8 px | 24 |
and the gross ones are concentrated on the title's logo elements:
a60fcb85 ptlogo_back2.t32 pivot (500,117) texture 1118x262 -> implies (559,131) off 59.0
a60fcb85 ptlogo_back2eff.t32 pivot (507,126) texture 1133x280 -> implies (566,140) off 59.5
a60fcb85 ptlogo2.t32 pivot (449, 46) texture 992x104 -> implies (496, 52) off 47.0
b483e6e6 ptlogo1.t32 pivot (451, 50) texture 822x100 -> implies (411, 50) off 40.0
Why: build 4's ptlogo_back2 pivot (500,117) is exactly half of the
Japanese texture (1000 × 234), not its own English one (1118 × 262). The
layout record is authored once and shared while the .t32 sprites are swapped per
language — the effect
structures/ui-rat-layout.md warns about in
general, here measured on the screen where the render disagrees with the game.
Note it cuts both ways: the Japanese build's ptlogo1 is off by 40 px too.
A 59 px offset on a 1118 px sprite is the right order to produce "too thick and extending too far right", which is what the crop shows.
🔴 …and that candidate is refuted
Checked, as promised. ui_layout's blit takes the drawn size from the
texture (img.width/img.height), and uses the pivot only for the
scale anchor:
let ox = kf.x - (pivot_x as i32 * (sx_pct as i32 - 100)) / 100;
At sx_pct == 100 that term is zero. And every one of the seven swoosh
elements is scale (100,100) at every keyframe — ptlogo_back2,
ptlogo_back2eff and ptlogo_back2eff1…5 all report a single scale. So the
pivot mismatch, real as it is in the data, cannot move or resize the swoosh in
our render.
⚠️ It is not harmless everywhere: ptlogo1/ptlogo2 run scales
100 → 101 → 103 → 112 → 150 during the build-in, so there the wrong pivot does
displace them — during the animation, not at rest.
🟡 So the swoosh defect is a BLEND problem, by elimination
Position and size are the texture's own and are right; fade is white-with-alpha;
tint is white; the texture is blue-leaning, not pink. What remains is how the
seven overlapping sprites are combined — ptlogo_back2 is only 5.4 % opaque,
its glow 10.3 %, the five eff segments 10–23 %, all white or warm. Stacked with
plain alpha-over they saturate toward opaque white, which is what we draw and
would read as "thicker" beside the game's thin coloured stroke. ❔ Not diagnosed —
no blend mode has been identified in the data.
🔴 Refuted on the way
The obvious guess — our dim is applied over the whole frame instead of beneath the UI, where its layer key puts it — is wrong. If it were, the logo would render too dark; it reads +2.36 against a background of −0.74. The compositor honours the paint order here.
🔴 The swoosh is not displaced either — and the residual is restated
Two more candidates eliminated, and the residual is smaller than earlier sections implied.
Not a displacement. Shifting the render's swoosh band over ±80 px × ±8 px and re-correlating peaks sharply at (0, 0) — 0.7342, falling to 0.22 at ±24 px and 0.10 at ±48. The swoosh is where it should be.
Not additive blending. See
structures/ui-paint-order-key.md: every
measure worsens.
And the residual, restated with the current best render (--black --primitives, rest() fixed):
| whole-frame mean diff | +0.55 |
| swoosh-band mean diff | +1.83 |
| swoosh-band edge-correlation | 0.6971 (vs ≈ 0.92 frame-wide) |
⚠️ Earlier sections quoted band tiles at +16 … +34. Those were measured on a
render without --primitives. With the dim drawn the band's average is
nearly right; what is wrong is its structure — the tiles run −38.6 then +33.8
across the band and cancel. So the defect is neither brightness, nor position, nor
additive blending: it is a shape difference in one band, and it is not
diagnosed. Six candidates eliminated: pivot (twice — inert at scale 100, and no
measured displacement), fade, tint, texture colour, additive blend.
🔴 The capture IS settled — my own caveat, tested and withdrawn
The previous version of this section worried that the plate-free capture, at t ≈ 4.0 s, might be too early: elements have keyframes to t = 600 (10 s), and "settled" had been judged from mean luminance, which cannot see a thin sprite still moving.
The plate sits at y ≈ 550–600, disjoint from the swoosh band at y 112–225, so a late capture works even with the plate present. Correlating the render's band against the same band at several ages of the screen:
| capture | band edge-corr | band mean |
|---|---|---|
| t = 4.0 s (plate-free) | 0.7342 | 126.63 |
| t = 6.0 s | 0.7351 | 126.97 |
| t = 12.0 s | 0.7352 | 126.98 |
| t = 18.0 s | 0.7353 | 126.98 |
| t = 21.5 s | 0.7353 | 126.98 |
Identical to within 0.001 over 17.5 s. The band is settled by t = 4.0 s, the capture handed to the port agent is sound, and the caveat is withdrawn. It also corroborates that the groups hold: nothing crosses that band in 22 s.
The swoosh — SOLVED by draw capture (see below); the elimination trail kept
Seven candidates eliminated, none confirmed:
| candidate | verdict |
|---|---|
| element pivot (off by 59 px, authored for the other language) | inert — blit sizes from the texture and applies the pivot only when scale ≠ 100; all seven elements are scale (100,100) |
| displacement | none — shifting ±80 × ±8 px peaks sharply at (0,0), 0.734 → 0.22 at ±24 px |
fade |
0x??ffffff on every keyframe: white RGB, alpha only |
tint |
0xffffffff throughout |
| texture colour | blue-leaning (175,174,198); the glow warm — neither pink |
additive blend via T8aD +0x04 bit 0x02 |
refuted: every measure worsens |
| capture not settled | refuted above |
The residual is stable and modest: band mean +1.83, band edge-correlation 0.6971–0.735 against ≈ 0.92 frame-wide. Real, persistent, and not located in any field this project can read from the disc.
Where a next attempt should start, and it is not another field — but check what the tool actually records first, because the obvious phrasing of this is wrong.
⚠️ The per-draw capture does NOT record blend state. Reading
command_processor.cc, each captured draw carries: primitive type, index count,
index-buffer address, vertex- and pixel-shader ucode_data_hash, the pixel
shader's texture bindings (base, dimensions, format), and vertex attribute
0 of binding 0. There is no RB_BLENDCONTROL / RB_COLORCONTROL dump. An
earlier version of this section claimed the capture "reads the actual blend
state"; it does not.
So the route splits:
- ✅ Testable today, no code change — whether the game passes a vertex colour for those draws. The capture dumps vertex attributes, and a pink vertex colour would explain white-versus-pink directly.
- ❔ Needs a Canary change — the blend mode itself, which means adding an
RB_BLENDCONTROLdump to the same capture path.
Either way it is instrumentation of the running guest, not another field in the file.
✅ SOLVED — the game draws the swoosh as ROTATED QUADS, which our blit cannot
The route named in the previous section was run: --ui_draw_capture_frames=3,
armed with F10 on the settled title.
title-draw-capture-vertex-colours.log
is the capture, 22 draws over 3 frames.
🔴 First, the vertex-colour hypothesis dies
Every vertex colour in the entire capture is <alpha>FFFFFF — white RGB, only
the alpha varying: FFFFFFFF, C5FFFFFF, C3FFFFFF, B8FFFFFF, B6FFFFFF,
31FFFFFF, 1EFFFFFF. The game passes no colour. That was the eighth candidate.
✅ And the ninth is the answer — it is the GEOMETRY
Draw 2 submits two parallelograms, neither axis-aligned:
| quad | corners (NDC) | edge v0→v1 |
axis-aligned? |
|---|---|---|---|
| A | (0.70,1.58) (1.24,1.02) (0.40,−1.57) (−0.14,−1.02) |
(0.54, −0.56) |
no |
| B | (−1.29,1.02) (−0.85,1.81) (0.75,−1.02) (0.31,−1.81) |
(0.44, 0.79) |
no |
Both verified parallelograms (opposite edges equal to 0.01), both rotated —
roughly 45° and 61° — and both extending to y = ±1.81, well beyond the screen.
That is the diagonal Z stroke.
Our compositor cannot draw that. ui_layout::blit walks destination rows and
columns of an axis-aligned rectangle (for row in 0..dh { for col in 0..dw),
sampling the source by a straight ratio. It has no rotation. So the swoosh is
blitted upright where the game draws it skewed — which is exactly the observed
signature: right on average (+1.83), right in position (peak at (0,0)), wrong in
structure (edge-corr 0.70), dark on one side of the true stroke and bright on
the other.
❔ And a real gap in the decoded format
The keyframe carries fade, scale_x, scale_y, tint, x, y, time
(ui_layout.rs) — no
rotation. So where the game's rotation comes from is not decoded: either a
field not yet identified, or the element is positioned by code rather than by its
keyframes. That is the open question this leaves.
⚠️ The "pink versus white" reading is now suspect. It was a visual comparison of two differently-shaped renderings. Whether any colour difference survives correct geometry is untested, and should be re-checked rather than carried forward as a separate defect.
🟡 Three angle fields found — and they are NOT the title's rotation
The obvious place to look for the rotation was the keyframe block's three words
at +4, +8, +12, which ui_layout.rs documented as 0.
They are not zero. Over 72 287 keyframe blocks disc-wide:
| word | non-zero | commonest values (signed) |
|---|---|---|
+4 |
4.81 % | 180, −180, 22, 90 |
+8 |
4.56 % | 180, 90, −180, 178 |
+12 |
15.82 % | 90, −90, 120, −58 |
Values clustering on ±180, ±90, 120 read as degrees, and three of them suggests rotation about three axes. 🟡 That reading is not tied to an observed rotation — it is the shape of the numbers, nothing more. The doc comment is corrected either way: "0 on every frame seen" was a sample artefact.
✅ They do explain this screen — the earlier negative was wrong about reach
Every element of
Withdrawn (2026-08-28). That check walked build 4's top-level declaration
table. The rotated quads belong to its two nested leaf records, and there
GP_TITLE build 4 has all three at zero — checked element
by element. So the title's rotation comes from outside the keyframe data.+12 reads 30 and −45 — against a measured +30.26° and −45.28°.
The bytes were read correctly; the region was too small. See
structures/ui-keyframe-rotation.md.
⚠️ One thing I should not have stated flatly: that the skewed draw is the swoosh. It is the only skewed geometry in the capture and the swoosh is the only diagonal element on the screen, so the inference is reasonable — but it was not confirmed by matching the draw's texture or screen position to that element, and should be.
🔴 The skewed draw is NOT the swoosh — my identification was wrong
Converting draw 2's quads from NDC to screen space settles it:
| quad | screen corners | bbox |
|---|---|---|
| A | (1088,−209) (1434,−7) (896,925) (550,727) | x 550…1434, y −209…925 |
| B | (−186,−7) (96,−292) (1120,727) (838,1012) | x −186…1120, y −292…1012 |
These span the full screen height and well beyond it. The swoosh
(ptlogo_back2, rest (71,126), 1118 × 262) is a band at y 126…360. Draw 2
is not it.
✅ It is the two ptloop sweeps — confirmed
The bounding box was the wrong measurement; the quads are rotated, so what identifies them is their edge lengths:
| quad | size | rotation | centre |
|---|---|---|---|
| A | 400.1 × 1076.3 | +30.26° | (992.0, 359.1) |
| B | 400.2 × 1444.5 | −45.28° | (467.2, 360.0) |
| quad | element | sprite × declared scale |
|---|---|---|
| A | ptloop01.rat |
pteff03.t32 399×180 @ 100 %,600 % = 399 × 1080 |
| B | ptloop02.rat |
pteff03a.t32 399×180 @ 100 %,800 % = 399 × 1440 |
Five independent agreements, listed in
structures/ui-keyframe-rotation.md: the
count (two quads, two ptloop elements), both widths (400 vs 399), both
heights, which are different numbers that both land, the direction each quad
moves between the capture's two frames (matching each record's own sweep
direction), and the vertex alphas falling inside the declared ramps.
The known-positives in the same capture pass the same test: draw 5 measures
915 × 115 (ptlogo1.t32 919×113), draw 7 measures 691 × 18 (ptcopyright.t32
694×20) and 512 × 50 (ptbtn00.t32 513×50).
✅ And "a keyframe group holds" survives
The consequence I flagged conditionally last iteration resolves the other way.
Our renderer parks these two sweeps at their final keyframe (x = 1521 and
−839, both off-screen); the game draws them across the screen. That is not a
contradiction — the capture caught them mid-sweep: the quad centres, x = 992
and x = 467, both fall inside the decoded t = 150…600 / 150…720 travel, the
alphas are mid-ramp, and the sprites move in the decoded direction between
frames. The capture is of the build-in, not of the settled screen, and the
18 s stillness measurement (sd ≤ 0.01) still says the groups stop. No change to
the holds-not-loops finding.
What this costs
Five iterations of swoosh work — the additive-blend test, the pivot analysis, the
vertex-colour capture — were built on "the skewed draw is the swoosh", an
identification made by elimination on one screen and never checked against the
draw's own coordinates. The eliminations themselves stand (they were measured
against the capture, not against the identification), but the chain of reasoning
that pointed at ptlogo_back2* did not.