re: which GP_TITLE build is which screen, measured against the game

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.
This commit is contained in:
Sylpheed RE agent
2026-08-28 16:55:33 +00:00
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@@ -149,6 +149,7 @@ files, which is how the same ground got covered twice.
| [`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 |
| [`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 |
| [`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 |
| [`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/ `PRESS Ⓐ` / main menu / `EXTRAS` against live captures; the archive is 8 screens × EN/JP, and "6/8/9 are submenus" is withdrawn |
| [`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 |
| [`upstream-baseline.md`](upstream-baseline.md) | A stock-upstream baseline runs Stage 02 crash-free | ✅ CONFIRMED — upstream canary_experimental + only the pad |
| [`weapon-datasheet-runtime.md`](weapon-datasheet-runtime.md) | Weapon DATA SHEET — runtime capture (Route B) | 🟡 first dynamic capture, 2026-07-28. The Arsenal's Gallery Mode panel is a |

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@@ -117,3 +117,16 @@ agent's loop prompt, i.e. nowhere durable. See [`README.md`](README.md) for the
* **Measure animation in submitted frames, not in seconds.** `VdSwap` counts are
the guest's own frames, so an emulator at 80 % of real time does not move them;
a stopwatch reading does, silently and by an unknown factor.
* **This game's menus drop d-pad presses shorter than ~0.3 s.** `pad.py dpad`
defaults to 0.06 s, and its docstring says longer "auto-repeats and
overshoots". On the title main menu that default is *dropped*: four presses at
0.12 s moved the cursor one step, four at 0.20 s moved it none, while
0.30/0.50/0.80 s each moved it exactly one step and none of them repeated. A
scripted navigation that comes out one item short is this, not a wrong item
count — screenshot after every step and check the cursor rather than trusting
the press count.
* **A screenshot taken right after a transition can catch a screen mid-fade.**
A grab 2.5 s after Ⓑ returned the game to the title showed the title art with
no `PRESS Ⓐ BUTTON` plate; one second later the plate was there. That very
nearly went into the corpus as "the returned title has no plate". Sample a
changing screen several times before writing down what it does *not* contain.

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@@ -35,6 +35,12 @@ neighbourhood, not just the line.
## Screens, classes and RTTI
* "`GP_TITLE` builds 6/8/9 are three submenus" → **8 is the JAPANESE main
menu**, and 6/9 are the English and Japanese `EXTRAS` submenu. `GP_TITLE`
holds eight screens shipped twice (EN/JP), and exactly one submenu. See
[`ui-title-build-map.md`](ui-title-build-map.md).
* "the `PRESS Ⓐ BUTTON` plate is a state of the title build" → it is **its own
build** (2/3), composited over build 4 and faded in a beat later.
* "the RTTI route can name the anonymous classes" → 1 150 vtables: 1 150
`ANON_`, 0 `rtti_present`, 0 base classes.
* "the sibling vtable methods name the class" → they cannot.

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# 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](../port/MISSION.md). 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`](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`](captures/title-builds/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`](captures/title-builds/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`](captures/title-builds/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 ~810 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`](captures/title-builds/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`](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
```bash
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`](METHOD.md).