re: the UI cues decode -- 0.53 s, 0.34 s and 1.02 s of real audio

Finishing the step I left open last iteration rather than starting
something new. Offsets and packet counts were in hand; what was missing
was proof they are actually waves.

slb_extract_wave.py wraps a (bank, offset, packets, channels, rate) slice
in a synthesized XMA1 RIFF, following the layout the Rust decoder already
uses. The three located cues decode to 0.533 s, 0.344 s and 1.016 s of
mono 48 kHz audio, audible from sample 0, each with the percussive
attack-and-decay envelope of a UI blip. Bitrates come out at 12-15 kB/s,
about half the stereo BGM rate, which is what mono should be.

The control matters more than the results. The SAME wrapper applied to
BGM_001's first wave decodes to 173.808875 s -- identical to the duration
that bank's own on-disc RIFF header produced back when Q10 was answered.
So the header I synthesized is not approximately right, it reproduces a
known-good decode exactly, and the cue durations are trustworthy for the
same reason.

I did not commit the decoded audio. Three commands regenerate it from the
disc, and the corpus's job is measurements and tooling rather than
extracted game assets. The offsets, the packet counts and the tool are
the deliverable.
This commit is contained in:
Sylpheed RE agent
2026-08-28 19:32:16 +00:00
parent 0d7199bc22
commit b1b2576769
4 changed files with 108 additions and 4 deletions

View File

@@ -175,7 +175,10 @@ authored version can be deleted.
(`0x0ec0 + 4096 = 0x1ec0`) — the bank is a packed run of whole 2 048-byte
packets with no delimiters, which is why nothing could be scanned for.
⚠️ The order is **not** cue-id order, so the index must be observed per cue, not
counted. ❔ Decoding a located slice to PCM has not been attempted.
counted. ✅ **The slices decode**: 0.533 s, 0.344 s and 1.016 s of mono 48 kHz
audio with the attack-and-decay shape of UI blips, via
`tools/re-capture/slb_extract_wave.py` — whose wrapper reproduces a known-good
`BGM_001` decode to the same 173.808875 s, so it is verified, not assumed.
* **The boot sequence is not data-driven — the port authors it.** ❔ Four places
were checked and the order is in none: `config.ini`'s `[SYSTEM]` is empty, the
@@ -256,7 +259,6 @@ here until 2026-08-28 and is now settled.)
| | what | why it is stuck |
|---|---|---|
| 🟡 | **cue NAME → event binding** (Q8) | the event→**wave** binding is now measured; that the cursor's wave is the cue *named* `SE_UI_CURSOR` is still read off the authors' identifiers |
| ❔ | **decoding a located `Static.slb` slice to PCM** (Q8) | offsets and packet counts are in hand; the XMA1 `RIFF` wrapper for a mono slice was not built |
| 🟡 | **the paint-order tie-break** (Q3) | eight candidates refuted; costs one element's blend on one screen |
| 🟡 | **GamePart ids behind the buttons** (Q4) | the *screens* are measured; the ids are a name match onto the executable's class names |
| ❔ | **the boot transitions in code** (Q6) | bounded as code-not-data, not proven. `sub_821C6458` — the substantial function in `GamePart_Title`'s neighbourhood — has **not been read** |