re: ui layout generalizes — the title main menu rebuilds too
Second screen, independent of the pause work: GP_TITLE.pak's ptbtn01..05.rat give X=542 for all five items and Y=162/242/322/402/482, an 80px pitch where the pause menu used 70. Measured against the main-menu screenshot the sprite tops sit at a constant +46px for all five, which is exactly the 45px of Xenia window chrome plus one — so the record's Y is the sprite's top edge in the guest framebuffer, to the pixel, on a screen the format was not derived from. GP_TITLE also splits by sub-screen the way the pause pak splits by context: ptbtn00 (PRESS A BUTTON), ptbtn01..05 (main menu), ptbtn11..13 (EXTRAS submenu), pgloading_* (loading screen). Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
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@@ -136,6 +136,23 @@ game, twice, in that order — the records were never fitted to the picture.
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> proves nothing. The in-mission coordinates remain **unverified**: confirming them needs a
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> screenshot of a pause during an actual mission.
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## It generalizes — the title screen
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The same method run against `GP_TITLE.pak` reproduces the **main menu**, which is a
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different screen with a different item count and a different pitch:
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`ptbtn01..05.rat` give X = 542 for all five and Y = 162 / 242 / 322 / 402 / 482 — an
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**80 px** pitch, where the pause menu used 70. Measured against the screenshot, the sprite
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tops land at a constant **+46 px** for all five (one reads 45, a 1-px edge-detection
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wobble), and 46 is exactly the 45 px of Xenia window chrome plus one. So the record's Y is
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the sprite's top edge in the guest framebuffer, to the pixel, on a second screen.
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`GP_TITLE.pak` also splits by sub-screen the way the pause pak splits by context:
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`ptbtn00` alone (the `PRESS Ⓐ BUTTON` prompt), `ptbtn01..05` (main menu), `ptbtn11..13`
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(the EXTRAS submenu), plus `pgloading_*` for the loading screen.
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## Two traps this caught
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Both were mistakes made during this analysis, caught by comparing against the real game —
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