re(ui): size the rest() guess disc-wide, and refute my own proposed fix

Follows up the defect found last iteration: rest()'s dwell fallback is
guessing whenever it runs. Two things were open -- how big it is, and
whether "rest = the last keyframe" is the fix. Both are now answered, and
the second is answered no.

plateau_census.py walks the placement regions directly instead of going
through `screen info --geometry`, which decodes every texture and cannot
do a disc-wide pass in reasonable time. Its control reproduces GP_TITLE
build 7's three fallback elements and names ptlogo_eff3.t32 among them
before counting anything.

  elements with a keyframe group      15 493
  no plateau -> rest pose is guessed   3 807  (24.57 %)
    ... current rule returns invisible 1 711  (44.9 %)
    ... current rule returns scale=0     195  ( 5.1 %)
  the two candidate rules agree        1 911  (50.2 %)

195 elements get a rest pose with scale 0%, which is not a pose. And
disc-wide the choice of rule is not cosmetic: the candidates agree half
the time.

But the port's exposure is one element. Across main menu, EXTRAS, title
and the developer splash, 14 elements are plateau-less and the two rules
agree on 13. The single disagreement is palogo_anima_eff.t32.

And "last keyframe" loses there, on a control that needed no new capture:
the splash carries three sibling glows with identical structure and
identical times --

  palogo_gamearts_eff  15:a=0 30:a=255 45:a=255 -:a=0  plateau -> visible
  palogo_seta_eff      15:a=0 30:a=255 45:a=255 -:a=0  plateau -> visible
  palogo_anima_eff     15:a=0 30:a=255 45:a=212 -:a=0  no plateau

-- differing in one byte. "Last keyframe" makes anima alone invisible
while its two siblings stay lit. The capture agrees weakly: box-mean
ratios capture/render are gamearts 0.717, seta 0.723, anima 0.772, and a
glow we drew that the game does not would put anima below its siblings,
not above.

So the defect is measured and the fix is still undecided. Nothing in the
decoder changed.
This commit is contained in:
Sylpheed RE agent
2026-08-28 23:23:55 +00:00
parent b947fa8e8e
commit c2c69b02be
6 changed files with 260 additions and 2 deletions

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@@ -396,3 +396,15 @@ agent's loop prompt, i.e. nowhere durable. See [`README.md`](README.md) for the
the plateau the first path already caught. So the fallback is guaranteed to be
guessing every time it is reached. When a heuristic's justification is the same
condition that routes around it, it has no justification.
* **Siblings adjudicate a rule that a single element cannot.** Deciding what
`rest()` should return for an element with no held pose looked like it needed a
capture we do not have. It did not: the developer splash carries three glows
with identical structure and identical times, differing in one alpha byte, and
any rule that makes one of them behave completely differently from the other
two is producing an artefact. Parallel constructions in the same bundle are a
free control — look for them before concluding a question needs new measurement.
* **Backgrounding with `&` in a compound command loses the working directory.**
`cd X && cmd &` followed by more work in the same call left the shell reset, and
a heredoc two lines later wrote nowhere — while the `echo` after it still
printed "written". A success message after a failed redirect is not a success.
Use `(setsid nohup … &)` and keep the file-writing in its own call.

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@@ -402,3 +402,9 @@ neighbourhood, not just the line.
poses; an endpoint is only held when the two poses are equal, which is a
plateau, which the earlier path already returned for. Every element that
reaches the fallback has a guessed rest pose.
* "`rest()` for a plateau-less element should be the **last keyframe**" → **mine,
and refuted.** The developer splash's three sibling glows are structurally
identical and differ by one byte (`a=212` vs `a=255` at `t=45`); that rule
makes `palogo_anima_eff` alone invisible while `gamearts_eff` and `seta_eff`
stay lit. Capture box-mean ratios (0.717 / 0.723 / **0.772**) go the other way
too. [`structures/ui-resting-pose.md`](structures/ui-resting-pose.md)

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@@ -0,0 +1,25 @@
CONTROL GP_TITLE build 7: fallback elements [8, 13, 14] (want [8, 13, 14])
index 8 is 'ptlogo_eff3.t32' (want ptlogo_eff3.t32)
elements with a keyframe group, disc-wide: 15493
no plateau -> rest pose is GUESSED: 3807 (24.57 %)
most common guessed elements:
1002 pb_name_eff.t32
90 gbp301i.t32
84 pb_warp_eff.t32
78 pbb_destroyer.t32
70 gbp303i.t32
60 pb_w_line.t32
54 pbmwindow_eff.t32
54 pbfriendly.t32
32 pzeff00.prm
32 pzeff02.t32
32 px_mission_area.rat
30 pbr_fighter.t32
--- the 3807 plateau-less elements, by what each candidate rule returns
current rule (longest dwell) returns an INVISIBLE pose : 1711 ( 44.9 %)
current rule returns a ZERO-SCALE (degenerate) pose : 195 ( 5.1 %)
'rest = last keyframe' returns an INVISIBLE pose : 1618 ( 42.5 %)
the two rules agree : 1911 ( 50.2 %)

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@@ -320,3 +320,67 @@ Any element whose keyframes contain **no two adjacent identical poses** has a
built from it. That is a property a consumer can test for itself in one pass over
the keyframes, and it is worth flagging in an export rather than silently
inheriting our guess.
## The size of the defect, and why it does not block the menu port
[`tools/re-capture/plateau_census.py`](../../../tools/re-capture/plateau_census.py)
walks every `GP_*.pak` placement region directly (the CLI route decodes every
texture and is far too slow for a disc-wide pass). Its control reproduces
`GP_TITLE` build 7's three fallback elements and names `ptlogo_eff3.t32` among
them before it counts anything. Output: [`data/plateau-census.txt`](../data/plateau-census.txt).
| | |
|---|---|
| elements with a keyframe group, disc-wide | **15 493** |
| no plateau → **rest pose is guessed** | **3 807 (24.57 %)** |
| of those, current rule returns an **invisible** pose | 1 711 (44.9 %) |
| of those, current rule returns a **zero-scale** pose | **195 (5.1 %)** |
| the two candidate rules **agree** | 1 911 (50.2 %) |
A returned pose with `scale = 0 %` is not a pose at all, and 195 elements get
one. Disc-wide the choice of rule is not cosmetic: the candidates agree only half
the time.
### ✅ But on the five screens the port needs, the exposure is one element
| screen | plateau-less | rules differ |
|---|---|---|
| main menu (entry 5) | 5 / 16 | 0 |
| `EXTRAS` (entry 6) | 5 / 18 | 0 |
| title (entry 4) | 2 / 24 | 0 |
| developer splash (entry 11) | 2 / 7 | **1** |
Thirteen of the fourteen affected elements get the same answer either way. The
one disagreement is `palogo_anima_eff.t32`.
### 🔴 And "rest = last keyframe" is refuted on it
That was the alternative I named last iteration. The developer splash carries
**three sibling glows**, identical in structure and in every time:
```
palogo_gamearts_eff 15:a=0 30:a=255 45:a=255 -:a=0 → plateau → visible
palogo_seta_eff 15:a=0 30:a=255 45:a=255 -:a=0 → plateau → visible
palogo_anima_eff 15:a=0 30:a=255 45:a=212 -:a=0 → no plateau
```
They differ in **one byte**`212` where the others have `255`. Under "last
keyframe", `anima_eff` alone goes invisible while its two siblings stay lit. A
rule that makes one of three parallel elements behave differently because of a
single alpha count is producing an artefact, not a decode.
The capture agrees weakly. Comparing box means in
[`live-splash-developer.png`](../captures/title-builds/live-splash-developer.png)
against our render (the screenshot is 1279×675, top-aligned, so only ratios are
comparable): gamearts **0.717**, seta **0.723**, anima **0.772**. If our render
were adding a glow the game does not draw, anima's ratio would sit *below* its
siblings'. It sits above.
### 🟡 Where this leaves it
The **defect** is established and measured: `rest()` guesses for 24.57 % of
elements disc-wide and returns a degenerate zero-scale pose for 195 of them.
The **fix** is not decided — "last keyframe" is refuted, and the current rule
survives on the only captured element that discriminates. ⚠️ For the menu port
specifically this is **not a blocker**: one element on one screen, and our
current answer for it is the defensible one.