re(ui): replicate the keyframe-time shift -- three elements, two screens

The case for reading +36 as "the time the NEXT pose is reached" rested on
one element's fade-out shape, then on one element's hold duration. Both
splash halves supply more, and they agree.

  element            screen              observed hold  as decoded  shifted
  palogo_gamearts    developer splash        83 f          8 f       80 f
  palogo_seta        developer splash        83 f          6 f       80 f
  palogo_sqex        publisher splash       >=77 f *       6 f      102 f

  * the capture opens mid-hold at frame 1, so 77 is a floor.

The readings predict opposite structures. For palogo_gamearts, as decoded:
hold 8f, in 80f, hold 2f, out 6f, out 2f -- an eighty-frame FADE-IN and a
two-frame hold. Shifted: in 8f, hold 80f, out 2f, out 6f, out 2f. The
capture shows an 83-frame hold and no fade-in at all.

The elements that cannot discriminate are not contradicted:
palogo_gamearts_eff observed in 7f / hold 7f / out 8f, and both readings
give 8f phases -- with four blocks the shift only relabels which phase is
which. So the glows, which is where Q1's linear law was measured, say
nothing either way rather than arguing against.

The decoder's default is still unchanged, and the reason is now
articulated rather than assumed. The single thing opposing the shift is
rest() on ptlogo_eff3, where the shifted reading makes the longest-dwell
fallback return the bloom's 200% peak. That fallback is unsound whenever
it runs -- it returns an endpoint of a movement, neither of which is held
-- and checked: the shift does not fix it either. So the objection was
never evidence about the times. Timing had three discriminating
measurements; pose selection had a heuristic guessing.

For the port: animation timing should use the shift; static composites are
unaffected and the five screens' correlations stand. Classified measured,
not decoded -- three elements in one screen family, not a disc-wide check.
This commit is contained in:
Sylpheed RE agent
2026-08-29 04:09:36 +00:00
parent fb6376a548
commit 60285a6ead
4 changed files with 72 additions and 1 deletions

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@@ -27,7 +27,7 @@ authored version can be deleted.
| | Question | State | Answer / link |
|---|---|---|---|
| Q1 | keyframe time unit + ramp shape | ✅ answered, 🟡 one gap | 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. 🟡 **The interpolation law is settled; the group TIMELINE for multi-keyframe elements is not** — `palogo_gamearts` is still at full alpha 9 frames after its declared `a=32`, and its declared 80-frame fade-in never draws — [`ui-keyframe-time-unit.md`](../re/ui-keyframe-time-unit.md) |
| Q1 | keyframe time unit + ramp shape | ✅ answered, 🟡 one gap | 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. 🟡 **The interpolation law is settled; the group TIMELINE for multi-keyframe elements is not** — `palogo_gamearts` is still at full alpha 9 frames after its declared `a=32`, and its declared 80-frame fade-in never draws — [`ui-keyframe-time-unit.md`](../re/ui-keyframe-time-unit.md). ✅ **REPLICATED 2026-08-29 — for ANIMATION, read `+36` as the time the NEXT pose is reached.** Three elements across two screens: `palogo_gamearts` and `palogo_seta` hold full alpha for **83 frames** and `palogo_sqex` for **≥77**, where the current reading predicts **6–8** and the shifted one **80–102**. The elements that cannot discriminate (the `_eff` glows, on which the linear law was measured) fit both. ⚠️ Our decoder still defaults to the other reading (`SYLPHEED_KF_TIME_SHIFT=1` to flip) because it changes `rest()` on one element — but that is an unsound fallback guessing either way, so **static rendering is unaffected and animation timing should use the shift** |
| 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, ❔ tie-break | **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). ⚠️ **The key does not fully order a screen**: elements sharing a key are tied, and the tie-break is ❔ **undecodable from the bundle** — declaration table, `T8aD` header (exhaustive: every offset 0x00–0x7f at u8/u16/u32, both directions, **0** fields match the measured order against **64** for the control) and the RATC child order all give the same order the game does *not* use. Your exposure is **2 overlapping tied pairs on `EXTRAS`** — [`structures/ui-paint-order-derived-check.md`](../re/structures/ui-paint-order-derived-check.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) |