re: the title menu wraps -- Q5 measured, Q4 driven, and one of my own
method lines withdrawn Q5, measured off two boots: up/down move one item and WRAP at both ends on the 5-item main menu and the 3-item EXTRAS alike; left/right do nothing; B goes up one level and restores focus to the item you came from (4/4); B on the main menu returns to the title; B on the title does nothing. The menu opens on TUTORIAL -- the middle item -- 2/2, though a third recorded run implies NEW GAME, so that one is reproducible rather than invariant and says so. Q4 by driving: LOAD GAME opens the save-slot list, TUTORIAL the lesson list, OPTIONS the settings menu, EXTRAS build 6, MISSION SELECT the stage list. NEW GAME is not tested -- A on it hangs the emulator and this iteration needed the session. The GamePart ID behind each is NOT measured: it is the entry of the decoded id table whose name matches the screen I saw, and the page says so rather than wearing the badge. And the withdrawal. Last iteration I wrote that these menus drop d-pad presses shorter than ~0.3s. They do not. Once wrap is measured, every press count I had is exactly right -- four presses moved four steps THROUGH the bottom, which lands one above where a non-wrapping menu would. I invented hardware flakiness instead of testing the ends of the list. METHOD keeps the withdrawal rather than deleting the line. Also: label brightness is not a cursor oracle here -- the background art outshines the highlight on some rows. menu_focus.py reads the focus ring instead, 254 vs <82, no tuning.
This commit is contained in:
@@ -30,8 +30,8 @@ authored version can be deleted.
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| Q1 | keyframe time unit + ramp shape | ✅ answered | ramp is **linear**; the clock advances **2 units per rendered frame**; working conversion **1 unit = 1/60 s** — [`ui-keyframe-time-unit.md`](../re/ui-keyframe-time-unit.md) |
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| 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) |
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| 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) |
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| Q4 | button → GamePart | ❔ open | labels are baked into sprites |
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| Q5 | navigation semantics | ❔ open | |
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| Q4 | button → GamePart | 🟡 mostly answered | **measured** which screen each button opens (4 of 5; `NEW GAME` untested — it hangs). The **GamePart id is a name match** onto the decoded id table, not a measurement — [`menu-navigation-semantics.md`](../re/menu-navigation-semantics.md) |
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| Q5 | navigation semantics | ✅ answered | **measured**: opens on `TUTORIAL` (not the top); ⬆⬇ 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) |
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| Q6 | boot sequence + what drives it | 🟡 partial | order observed, and the **attract cycle is timed**: ~8–10 s idle on the title → fade to black → ~85 s of video → title again, plate and all. The driver is still not decoded |
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| Q7 | transitions | ❔ open | |
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| Q8 | menu audio bindings | ❔ open | cue table complete, event binding is not |
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@@ -94,6 +94,20 @@ authored version can be deleted.
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blend of **one element on one screen** (a title glow). Take the stable sort and
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accept that.
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* **Menu movement, measured off the running game.** ⬆⬇ move one item per press
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and **wrap at both ends** (5-item main menu and 3-item `EXTRAS` both). ⬅➡ do
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nothing. Ⓑ goes up one level **and restores focus to the item you came from**;
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Ⓑ on the main menu returns to the title; Ⓑ on the title does nothing. The main
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menu opens focused on **`TUTORIAL`**, the middle item — 🟡 reproducible in this
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harness (2/2) but a third recorded run implies `NEW GAME`, so re-test before
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hardcoding it. All **measured**, none of it on the disc.
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* **Each button's destination is measured; its GamePart id is not.**
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`LOAD GAME` → the save-slot list, `TUTORIAL` → the lesson list, `OPTIONS` →
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the settings menu, `EXTRAS` → `GP_TITLE` build 6, `EXTRAS ▸ MISSION SELECT` →
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the stage list. ❔ `NEW GAME` is untested — Ⓐ on it hangs the emulator. The
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GamePart ids (`3`, `25`, `8`, `5`, `7`) are the entries of the decoded id table
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whose **names match the screens seen**; that binding is authored, not measured.
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* **The GamePart id table** — 29 entries at `.rdata 0x820A1630`, confirmed by the
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executable's own registration strings. ✅ This is the screen vocabulary; which
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button reaches which entry is Q4 and is *not* part of it.
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@@ -149,6 +149,7 @@ files, which is how the same ground got covered twice.
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| [`title-crash-stl-tree.md`](title-crash-stl-tree.md) | The title-screen crash is an STL `map`/`set` erase on a bad iterator | ✅ CONFIRMED — the guest throws std::out_of_range from an STL |
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| [`ui-paint-order-third-permutation.md`](ui-paint-order-third-permutation.md) | A third measured paint order — tool built and validated, screen not reached | ✅ the reader works and is CONFIRMED against both previously |
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| [`ui-quad-class-foothold.md`](ui-quad-class-foothold.md) | The guest's UI quad class — a foothold found from the capture's vertex layout | 🟡 PROBABLE for the identification below (it is a static read, but |
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| [`menu-navigation-semantics.md`](menu-navigation-semantics.md) | The title menu — how it moves, and where each button goes | ✅ measured: wraps both ends, Ⓑ restores focus, ⬅➡ inert; 4 of 5 destinations driven. 🟡 GamePart id is a name match, ❔ `NEW GAME` untested |
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| [`ui-title-build-map.md`](ui-title-build-map.md) | Which `GP_TITLE` build is which screen state | ✅ CONFIRMED for title / `PRESS Ⓐ` / main menu / `EXTRAS` against live captures; the archive is 8 screens × EN/JP, and "6/8/9 are submenus" is withdrawn |
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| [`ui-title-paint-order-capture.md`](ui-title-paint-order-capture.md) | The title screen's paint order, measured from the guest's draw submissions | ✅ CONFIRMED — the order in which the running game paints the title |
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| [`upstream-baseline.md`](upstream-baseline.md) | A stock-upstream baseline runs Stage 02 crash-free | ✅ CONFIRMED — upstream canary_experimental + only the pad |
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@@ -117,16 +117,26 @@ agent's loop prompt, i.e. nowhere durable. See [`README.md`](README.md) for the
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* **Measure animation in submitted frames, not in seconds.** `VdSwap` counts are
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the guest's own frames, so an emulator at 80 % of real time does not move them;
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a stopwatch reading does, silently and by an unknown factor.
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* **This game's menus drop d-pad presses shorter than ~0.3 s.** `pad.py dpad`
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defaults to 0.06 s, and its docstring says longer "auto-repeats and
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overshoots". On the title main menu that default is *dropped*: four presses at
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0.12 s moved the cursor one step, four at 0.20 s moved it none, while
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0.30/0.50/0.80 s each moved it exactly one step and none of them repeated. A
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scripted navigation that comes out one item short is this, not a wrong item
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count — screenshot after every step and check the cursor rather than trusting
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the press count.
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* **~~This game's menus drop d-pad presses shorter than ~0.3 s.~~ WITHDRAWN
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2026-08-28 — the menu WRAPS, and I had not measured that.** The claim came from
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reading a cursor that ended up "one item short"; once wrap-around at both ends
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was measured ([`menu-navigation-semantics.md`](menu-navigation-semantics.md)),
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every one of those press counts is exactly right — four presses at 0.12 s moved
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four steps *through the bottom*, which lands one above where a non-wrapping
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menu would put it. **No press was ever dropped.** The real lesson is the
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general one: *a step count is only readable once you know the topology*, and I
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invented a hardware-flakiness story rather than testing the ends of the list.
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Still true and worth keeping: screenshot after every step and read the cursor,
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rather than trusting arithmetic over the press count.
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* **A screenshot taken right after a transition can catch a screen mid-fade.**
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A grab 2.5 s after Ⓑ returned the game to the title showed the title art with
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no `PRESS Ⓐ BUTTON` plate; one second later the plate was there. That very
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nearly went into the corpus as "the returned title has no plate". Sample a
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changing screen several times before writing down what it does *not* contain.
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* **Do not identify a menu cursor by label brightness.** The obvious oracle —
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"the focused label is the brightest row" — fails on this game's menus, because
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the background art is brighter behind some rows than the highlight is. It
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confidently named the wrong item on a frame whose ring was plainly elsewhere.
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Detect the **focus ring** in the gutter left of the labels instead
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(`tools/re-capture/menu_focus.py`, 254 vs <82 — no threshold tuning needed),
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and look at the PNG before believing either.
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@@ -35,6 +35,12 @@ neighbourhood, not just the line.
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## Screens, classes and RTTI
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* "the title menus drop d-pad presses shorter than ~0.3 s" → **refuted by my
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own data.** The menu **wraps at both ends**; every press registered, and the
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"missing" step was the wrap. See [`menu-navigation-semantics.md`](menu-navigation-semantics.md).
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* "the main menu opens with `NEW GAME` focused" → it opens on **`TUTORIAL`**,
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2/2 boots (🟡 a third recorded run implies `NEW GAME`, so this is reproducible,
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not invariant).
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* "`GP_TITLE` builds 6/8/9 are three submenus" → **8 is the JAPANESE main
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menu**, and 6/9 are the English and Japanese `EXTRAS` submenu. `GP_TITLE`
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holds eight screens shipped twice (EN/JP), and exactly one submenu. See
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BIN
docs/re/captures/menu-nav/extras-wrap.png
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docs/re/captures/menu-nav/q4-destinations.png
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docs/re/captures/menu-nav/wrap-montage.png
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77
docs/re/menu-navigation-semantics.md
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docs/re/menu-navigation-semantics.md
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@@ -0,0 +1,77 @@
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# The title menu — how it moves, and where each button goes
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**Status:** ✅ `CONFIRMED` (**measured**, by driving the running game) for the
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movement rules and for four of the five main-menu destinations. 🟡 the GamePart
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*id* behind each destination is a **name match onto the decoded id table**, not a
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measurement. ❔ `NEW GAME` deliberately untested.
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Answers [MISSION Q5](../port/MISSION.md) and most of Q4. Nothing here is on the
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disc in any form found so far — the port is **authoring** these rules from this
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page, not transcribing a field.
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## Q5 — movement
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Two boots via `tools/re-capture/boot_menu.sh`, cursor read off the focus ring
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with [`tools/re-capture/menu_focus.py`](../../tools/re-capture/menu_focus.py).
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| | behaviour | evidence |
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|---|---|---|
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| **initial focus, main menu** | **`TUTORIAL`** — the *middle* item, not the top | 2/2 boots, the first frame after the menu appears |
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| **initial focus, `EXTRAS`** | `MISSION SELECT` — the top item | [`extras-wrap.png`](captures/menu-nav/extras-wrap.png) |
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| **up / down** | one item per press, no auto-repeat at the durations tried | |
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| **wrap at the top** | ⬆ from the first item goes to the **last** | [`wrap-montage.png`](captures/menu-nav/wrap-montage.png), panels 1→2 |
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| **wrap at the bottom** | ⬇ from the last item goes to the **first** | same, panels 3→4, and 4 presses from `EXTRAS` landing on `OPTIONS` — i.e. wrapping — is what makes the count come out |
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| **left / right** | **nothing**, on the main menu | cursor unmoved across one ⬅ and one ➡ |
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| **Ⓑ on a submenu** | returns to the parent **with focus restored to the item you entered from** — `LOAD GAME`→`LOAD GAME`, `TUTORIAL`→`TUTORIAL`, `OPTIONS`→`OPTIONS`, `EXTRAS`→`EXTRAS` | 4/4 |
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| **Ⓑ on the main menu** | goes to the **title**, which re-draws `PRESS Ⓐ BUTTON` after a beat | |
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| **Ⓑ on the title** | **nothing** | |
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Wrap holds on both screens tested — the 5-item main menu and the 3-item `EXTRAS`
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submenu — so it is a menu rule, not a per-screen table.
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**🟡 Initial focus is reproducible but not established as invariant.** Both of my
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boots opened on `TUTORIAL`, and both used `boot_menu.sh`. The run recorded in
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[`menu-state-in-memory.md`](menu-state-in-memory.md) reached `EXTRAS` with *four*
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downs from the main menu, which only works from `NEW GAME`. Either the harness
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path matters or something persists. **Do not hardcode `TUTORIAL` without
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re-testing it**; what is solid is that the menu does *not* open on the top item
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in this harness.
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## Q4 — where each button goes
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Measured by driving: focus the item, press Ⓐ, read the screen's own title.
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| button | screen it opens | evidence | GamePart id |
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|---|---|---|---|
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| `NEW GAME` | ❔ **not tested** | — | — |
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| `LOAD GAME` | the save-slot list, `LOAD GAME` / `Current Storage` | [`q4-destinations.png`](captures/menu-nav/q4-destinations.png) left | 🟡 `3 GP_LOAD` |
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| `TUTORIAL` | the lesson list, `TUTORIAL`, Level 1 / Level 2 | same, middle | 🟡 `25 GP_TUTORIAL` |
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| `OPTIONS` | `OPTIONS` — GAME / CONTROL / SOUND / SCREEN SETTINGS / BACK | same, right | 🟡 `8 GP_OPTIONS` |
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| `EXTRAS` | **`GP_TITLE.pak` build 6** — MISSION SELECT / MOVIE THEATER / BACK | [`ui-title-build-map.md`](ui-title-build-map.md) | 🟡 `5 GP_EXTRAS` |
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| `EXTRAS ▸ MISSION SELECT` | the stage list + Wide Area Space Map | | 🟡 `7 GP_MISSION_SELECT` |
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| `EXTRAS ▸ MOVIE THEATER` | ❔ not tested | | 🟡 `6 GP_MOVIE_THEATER` |
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**Say which, as the gate asks.** The *screen* each button opens is **measured** —
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I pressed the button and read the title off the framebuffer. The **GamePart id is
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not measured**: it is the entry of the decoded 29-id table at `.rdata 0x820A1630`
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([`challenge-mission-gate.md`](challenge-mission-gate.md) §3) whose *name* matches
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the screen I saw. The table is decoded; the *binding* of a button to an entry in
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it is a name match I made by eye. The port should treat these ids as authored.
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Worth noting that the ids and the paks are not one-to-one: `GP_EXTRAS` is id 5
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with **no pak of its own** — its artwork is a build inside `GP_TITLE.pak`.
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**❔ `NEW GAME` was deliberately not pressed.** Ⓐ on it leads to a standing
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black-screen hang that ends the run
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([`ui-paint-order-third-permutation.md`](ui-paint-order-third-permutation.md)),
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and this iteration needed the session. It is the one destination still unmeasured.
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### The cheap way to finish this, and to make it a measurement
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`0x828A690C` holds a **live screen id** — `1` title, `3` main menu, `4` extras —
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and `0x828F38AC` the cursor ([`menu-state-in-memory.md`](menu-state-in-memory.md)).
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Reading those while pressing Ⓐ turns "the screen said OPTIONS" into a measured
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transition, and works under `--gpu=null` with no screenshots at all. ⚠️ Note that
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those values are **not** GamePart ids — `GP_TITLE` is GamePart 0 and `GP_EXTRAS`
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is 5, but the word reads 1 and 4 — so it is a third enumeration and mapping it to
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the id table is itself unfinished work.
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Reference in New Issue
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