Files
Sylpheed/crates/sylpheed-formats/examples/find_difficulty_names.rs
sylph-decoder 6ba003219b re: DIFFICULTY is a dialog -- DLG_SELECT_DIFFICULTY, GP_DIALOG entries 2/3
Closes a negative of mine whose failed assumption I had named: I searched for an
8-record btn-named build in an archive of its own, assuming DIFFICULTY's four items
pair with f variants the way GP_TITLE's screens do. It has its own prefix and is
not a GamePart screen at all.

Three independent routes agree. The image lists DLG_SELECT_DIFFICULTY among the
DLG_* dialog names at 0x820A41BB, and GP_DIFFICULTY appears zero times. GP_DIALOG
entries 2/3 are the only builds there with pcbtn00..03 -- four buttons at design
rows 259/329/399/469, spacing 70, an EN/JP pair. And my capture of the running
screen puts its four rows within 4 px of those, with spacing 70.5/69.5/70.0 against
the disc's 70/70/70.

Reach stated: the entries are identified by button count and geometry, not by a
binding from the DLG_ name to a pak entry. No such binding was found.

Also notes the consequence for Q6's count-match: NEW GAME opens a DIALOG from an
external archive, which still matches the count but is not the same category as
OPTIONS or TUTORIAL opening a GamePart.

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01Wuu56cE8vJGTBtn1ppsk8v
2026-08-31 02:44:39 +00:00

67 lines
2.8 KiB
Rust

//! Where is the `DIFFICULTY` screen? Search by NAME, not by structure.
//!
//! A previous pass searched every pak for a build with exactly 8 `btn`-named
//! records, on the assumption that DIFFICULTY's four items (EASY / NORMAL / HARD
//! / BACK) pair with `f` focus variants the way GP_TITLE's screens do. Nothing
//! plausible turned up, and the assumption was mine — recorded as a negative
//! narrower than "not found" (data/gp-title-holds-three-button-screens.txt).
//!
//! This drops the structural assumption and looks for the words instead, across
//! every sprite AND record name in every build on the disc.
//!
//! CONTROL: the same scan must find `ptbtn11` in GP_TITLE — a name whose home is
//! independently known — when asked for it. A name scan that finds nothing
//! proves nothing unless it can find something.
//!
//! cargo run -p sylpheed-formats --example find_difficulty_names
use sylpheed_formats::{pak::PakArchive, ui_layout};
use std::path::PathBuf;
const WANTED: &[&str] = &["easy", "normal", "hard", "diff", "level", "rank"];
fn main() {
let root = PathBuf::from(std::env::var("SYLPHEED_DISC").expect("SYLPHEED_DISC"));
let mut paks: Vec<_> = std::fs::read_dir(root.join("dat"))
.expect("dat")
.filter_map(|e| e.ok().map(|e| e.path()))
.filter(|p| p.extension().map(|x| x == "pak").unwrap_or(false))
.collect();
paks.sort();
let mut control = false;
let mut hits = 0usize;
for p in &paks {
let Ok(ar) = PakArchive::open(p) else { continue };
let pname = p.file_name().unwrap().to_string_lossy().to_string();
for (i, e) in ar.entries().iter().enumerate() {
let Ok(by) = ar.read(e) else { continue };
let Some(b) = ui_layout::parse_build(&by) else { continue };
let all: Vec<String> = b
.sprites
.keys()
.chain(b.records.keys())
.cloned()
.collect();
if pname == "GP_TITLE.pak" && all.iter().any(|n| n.contains("ptbtn11")) {
control = true;
}
let m: Vec<&String> = all
.iter()
.filter(|n| {
let l = n.to_lowercase();
WANTED.iter().any(|w| l.contains(w))
})
.collect();
if !m.is_empty() {
hits += 1;
let mut s: Vec<String> = m.iter().map(|x| (*x).clone()).collect();
s.sort();
s.dedup();
println!(" {pname:28} entry {i:3} {:?}", &s[..s.len().min(6)]);
}
}
}
println!("\ncontrol (found ptbtn11 in GP_TITLE): {}", if control { "PASSED" } else { "FAILED" });
println!("{hits} build(s) carried a difficulty-ish name");
}