Q2. The archive is eight screens shipped twice, English and Japanese -- not the "build 4 title, 5 main menu, 6/8/9 submenus" the handoff claimed. Build 8 is the JAPANESE main menu; 6 and 9 are the EN and JP EXTRAS, and EXTRAS is the only submenu GP_TITLE holds. The PRESS (A) BUTTON plate is its own build (2/3), composited over the title art and faded in a beat later, not a state of build 4. Confirmed by booting to the main menu and walking it: title, PRESS (A), main menu and EXTRAS each match their render element for element. Builds 0/1 and 10/11 -- a DELTASABER / SYLPHEED A.I. plate -- were looked for in the whole boot filmstrip, every title-side screen and the attract loop, and appear in none of them; the reach of that negative is written down rather than filled in with a guess. Two rig traps went into METHOD: the menus drop d-pad presses shorter than ~0.3 s, and a grab 2.5 s after a transition can catch a screen mid-fade -- which nearly wrote "the returned title has no plate" into the corpus.
6.0 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title, 5 main menu, 6/8/9 submenus" — is partly wrong and is withdrawn: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.
They are not identified here.
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 |
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.