Commit Graph

21 Commits

Author SHA1 Message Date
Sylpheed RE agent
0d7199bc22 re: the UI sound effects ARE extractable -- retracting "cannot be
extracted", and the tool was in the build all along

Two iterations ago I closed Q8 by declaring the SE audio undecodable:
Static.slb has no wave boundaries, there is no XACT container anywhere,
and I said the index "exists only at runtime" as though that put it out
of reach. The disc half of that stands. The conclusion did not.

This build of Canary carries a cvar called xma_param_probe, added by this
project, whose own comment says it logs each XMA stream's parameters and
head bytes so raw sound.pak entries can be matched to real decode params.
It has been sitting in the startup CONFIG DUMP of every log I have read
this session.

Run with it, driving the main menu: a d-pad move spawns a new mono 48 kHz
stream of 4 packets / 8192 bytes, and B spawns a different one of 2
packets / 4096 bytes. Searching their logged head bytes in Static.slb
finds each at exactly one offset -- 0x1ec0 and 0x0ec0 -- and the two are
contiguous, 0x0ec0 + 4096 = 0x1ec0. So the bank is a packed run of whole
2048-byte packets with no delimiters, which is precisely why the seek
scan found nothing: there is nothing to find. A wave is (offset, packet
count) and nothing else.

That splits Q8's binding cleanly. Event -> WAVE is now measured: the port
can have the audio. Event -> cue NAME is still a name match on the
authors' identifiers, and the page says so.

The same run settled something for Q10 too. Sitting on the main menu, TWO
stereo 48 kHz streams were decoding simultaneously. bgm-two-stems.md said
that observation was what it needed and that this container could not
make it; it can, and a music bank's two waves are now measured as
simultaneous rather than only inferred.

METHOD gets the general lesson, because it cost two iterations: check
what instrumentation the local build already has before declaring a
question blocked on tooling.
2026-08-28 19:30:03 +00:00
Sylpheed RE agent
aea529e7dc re: S00A.wmv confirmed off the running game -- the movie was never
ambiguous, the sampling was

Continuing last iteration's amber rather than starting something new. The
fix was already named there: stop using 5-second screenshots and record
the display.

Recorded with ffmpeg x11grab at 10 fps and matched every 0.5 s. Across
the 25 consecutive samples from capture 5.0 s to 17.5 s the S00A playhead
is strictly non-decreasing -- 1.0 through 11.0 s, advancing at
essentially real time -- with scores at or above 0.96 and four of them at
0.999 or 1.000 against a runner-up in the 0.78-0.83 range. S00A is the
top match on 23 of the 27 frames carrying signal. So MS00A -> S00A.wmv is
decoded from the manifest AND measured off the game, and the intro begins
about 4.5 s after A on the save slot.

The previous attempt's failure is worth its own METHOD line, because it
did not look like a sampling problem: it looked like weak evidence for
the wrong film. Sparse sampling produced contrast-23 frames, a playhead
that would not join up, and one frame preferring ADV. Sampling does not
weaken a signal gracefully; it turns it into noise shaped like a
different answer.

One aside recorded and not chased: in the S00A 5.5-10 s window, ADV also
scores 0.97-0.99 at its OWN monotone playhead of 33.5-37.5 s. Two films
matching strongly with two consistent playheads is not noise -- it reads
as the boot movie being a trailer cut from the story cutscenes, which
also explains why the sparse run kept flipping between them.
2026-08-28 19:23:57 +00:00
Sylpheed RE agent
dfcaac221e re: the new-game path completes, the intro is only weakly identified, and
this container kills long runs

Three results, and the middle one is deliberately not upgraded.

First: NEW GAME -> DIFFICULTY -> NORMAL -> SELECT DATA -> pick a slot ->
a movie plays, with no crash. The previous run's throw at 0x82307128 is
therefore not inherent to the menu path -- the same six presses got
through it -- which fits the incomplete-cache trigger the corpus already
names. n=1 either way, and the note says so. Worth recording because one
observation had already hardened once into "A on NEW GAME hangs", and it
would have hardened again into "the new-game path crashes".

Second: with the path open, the manifest's MS00A -> S00A.wmv finally got
a runtime test, and it did NOT reproduce the quality of the attract-movie
identification. The first four samples give a clean monotonic S00A
playhead of 2, 6, 9, 13 s and the strongest frame matches at 0.916, but
the run as a whole is not one advancing timeline, most frames sit at
contrast 23-37 where this page's own rule says discrimination is poor,
and one high-contrast frame prefers ADV. So it stays amber: consistent
with S00A, corroborating the manifest decode, not confirming it. A clean
answer needs the 30fps x11grab route rather than 5-second screenshots.

Third, and it bounds the rest: the emulator vanished at ~145 s with no
crash line in its own log, last entries routine MEM-WATCH at 1.15 GB RSS.
Second time this session -- the other was ~50 s into a boot. That is an
external kill on a box with ~1 GB free and swap exhausted, not a guest
fault. METHOD and the handoff's residue table both now say dynamic
experiments here have to fit in about two minutes of guest time, which is
why the DELTASABER plates went unseen again: they need a mission load and
the run never got there.
2026-08-28 19:19:14 +00:00
Sylpheed RE agent
bc6354dce0 re: the title presents at 28.5 fps idle -- the keyframe unit is settled at
1/60 s, and the 60 Hz reading is excluded

ui-keyframe-time-unit.md named its own re-test and nobody had run it: time
300 submitted frames on the IDLE title, where nothing is streaming from
the ISO. Reaching the title is cheap now that one A skips the intro, so
this cost one boot.

Two clean trials: 300 frames in 10.40 s and 10.60 s, i.e. 28.8 and 28.3
fps. That is the same rate as the 27.6 fps measured during the loading
splash, which is exactly the page's own criterion for "the game is 30 Hz
and the unit is 1/60 s". The 60 Hz alternative is now excluded rather
than disfavoured: it needs the emulator at 47% of real time while sitting
idle on a screen the capture says costs 1526 draws over 300 frames, about
five per frame. Nothing there halves an emulator.

So the durations stand as written -- title 4.2 s, main menu 1.1 s, EXTRAS
0.87 s -- and Q1 leaves the handoff's open-residue table. It stays
MEASURED, not decoded: no field on the disc says sixtieths of a second.

One trap, and it nearly cost the conclusion. My first attempt reported
39.5 fps, which sits between the two hypotheses and would have left the
question open. It was a harness bug: I polled the log for a "done" line
rather than for the COUNT of them increasing, so it matched a capture
that had already completed and timed 0.1 s of nothing. METHOD gets the
general form -- a log-polling probe must compare a count, not test for
presence.
2026-08-28 19:11:11 +00:00
Sylpheed RE agent
2c4005795b port: audit the handoff -- four stale statements, a broken link, and the
residue in one place

Every MISSION row is answered, so this iteration checked the deliverable
itself rather than opening new scope: an answer that is not reachable
from HANDOFF.md has not been delivered, and I have been editing that page
by surgical replacement for a dozen iterations.

Four things were wrong or stale:

- the Q5 row still said initial focus was 2x TUTORIAL, 1x NEW GAME while
  its own bullet said four boots -- I updated the body last time and not
  the row;
- the Q2 bullet still described the other four main-menu destinations as
  "likely by name -- an inference, not a measurement", which Q4 has since
  MEASURED, and it listed GP_MISSION_SELECT as a main-menu destination
  when MISSION SELECT lives under EXTRAS;
- the Q1 bullet claimed that if the game presents at 60 Hz "nothing else
  on this page changes". That is now false: Q7's declared fade-in lengths
  are keyframe-derived and would halve. The same bullet also missed that
  the transition capture is a SECOND independent measurement supporting
  1 unit = 1/60 s -- the quad is declared black for 12 units, 0.20 s
  under the conversion, and the capture measured the plateau at
  0.17-0.23 s. Recorded as corroboration, not proof, because the plateau
  spans two screens' fades and cannot separate them;
- bgm-two-stems.md linked ../port/MISSION.md from inside structures/,
  which resolves nowhere.

Also named the two videos actually in scope, since "3.3 GB of video, two
files are in scope" is not much use without the filenames.

And added a What Is Still Open section. With every row green the residue
was scattered across eight pages; it is now one table with why each item
is stuck. Two entries share a single unblocker -- an emulator whose audio
path can be observed -- and they are the only ones that would change a
port decision.
2026-08-28 19:02:49 +00:00
Sylpheed RE agent
f5e7426cfa re: there is no XACT container on this disc -- retracting my own lead and
closing Q8

Last iteration I named Pj_Silph.xgs as the route to the SE cue index, on
the reasoning that XACT keeps cue->wave there. That route is dead, and
the negative is properly bounded: its 533-byte entry is high entropy with
no XGSF magic, +/-8 KB around it has none either, all 1.08 GB of
sound.pak contains zero XGSF, SDBK and WBND, and the executable has no
XACT or .xgs string anywhere. Control run first -- the same scan finds
RIFF in BGM_001 exactly where the bank structure says it should be, so
the scan works and the magic genuinely is not there.

So the .xgs and .slb extensions came from the authoring tool and survived
into shipped data that is not XACT at all. That goes in METHOD as a
general trap: check for the magic before committing to a parser for the
format an extension advertises. Writing an XACT parser would have been
wasted work.

What that leaves for the SE audio is undecodable-with-reach rather than
pending: Static.slb has no wave boundaries, there is no project file, and
none of the sound table's five records carries an offset. The bank is
certainly the right one -- 8 353 472 bytes over 322 cues is 0.84 to 1.01
seconds each at the bitrates the disc uses elsewhere, exactly the shape
of a bank of short effects. Only the index into it is missing, and it
exists only at runtime.

Q8 closes: vocabulary and bank decoded, the event binding a name match on
the authors' own event names, and the audio explicitly something the port
must source or author rather than extract. With this every MISSION row is
answered.
2026-08-28 18:58:06 +00:00
Sylpheed RE agent
c760cdc509 re: the boot sequence is not data-driven -- closing Q6 with the negative
rather than leaving it amber

Q6's second half asked what the game READS to decide the boot order. The
answer is nothing, and the value here is the reach rather than a find.

Four places checked, the order in none of them: config.ini's [SYSTEM] is
empty and it is the disc's only config; the movie manifest carries the
boot-side assets but no transitions; the requested GamePart id was
already shown to exist only as a stack argument in flight, with no
persistent field and no literal store; and the string GP_ADVERTISE_DEMO
has zero xrefs of any kind, so nothing in the code reads the attract
entry of the id table. A transition is a call with an id argument.

Traced as far as it goes cheaply: the RegisterToFactory<0,
GamePart_Title> string is referenced from exactly one site,
sub_8280E148, which also takes the address of sub_821C7D98 -- where a
factory template puts its creator. Marked amber, because that is position
and convention rather than proof, and sub_821C7D98 has zero .rdata
references, which fits a new+ctor thunk and not a state machine. The
substantial function in that neighbourhood is sub_821C6458 and I did not
read it.

So Q6 closes as answered with the driver classified as code rather than
data, which means the port AUTHORS the sequence -- and that is fine,
because the sequence itself is measured end to end and the handoff now
carries it in one line.
2026-08-28 18:53:14 +00:00
Sylpheed RE agent
c8e8dc0427 re: what the game actually reads at boot -- config.ini, and which
GameParts exist at all

Q6's second half, advanced but not closed, and the negative is the point.

config.ini is the disc's ONLY config file -- one find over the whole
extract -- and its own Shift-JIS header calls it the "Application /
GamePart initial settings table". Its [SYSTEM] section, which that same
comment says holds what the game and every game part share, is EMPTY. So
the boot order is not in disc-side configuration at all, and that search
space is now closed rather than merely unexplored.

What the file DOES carry is the language: XC_LANGUAGE_* -> eng/jpn/deu/
fra/esp/ita, defaulting to eng. That is the mechanism behind the EN/JP
build pairs in GP_TITLE and the <lang>.pak families -- a question the
corpus had described but never traced to its input.

Then the registry. Pulling every RegisterToFactory diagnostic string
binds 24 of the 29 GamePart ids to a C++ class, and five ids have no
registration site: 1, 2, 16, 18, 28. Id 1 is GP_ADVERTISE_DEMO, which
agrees with what I measured two iterations ago -- the attract loop is the
TITLE replaying ADV.wmv, not a transition into an advertise part. Marked
amber, not green: it is an argument from an error message, not from code.

Two things fall out for Q4: ids 3 and 4 are the same class
(GamePart_SaveLoad, one part with two ids), and the menu buttons' ids now
match the executable's own class names rather than a list of table names.
Still a name match, one level closer to the code.

What is still missing is the transitions themselves, and I say so: the
manifest gives the boot-side assets, config.ini the language, the
registry which parts exist. What decides to advance is in
GamePart_Title's code and that dig has not been started.
2026-08-28 18:49:19 +00:00
Sylpheed RE agent
935f7ecab8 re: one A skips the intro, and NEW GAME was never a hang
Two corpus claims died in one boot, and both were costing us.

Q9's last row: a movie IS skippable with a single A. One tap ~45s into
the boot put the title up at ~57s, against a ~193s no-input baseline
measured over three boots, and Canary's own keystroke counter went 3->4
so exactly one press was delivered. The skipped-to title is fully
functional -- it draws the PRESS A plate and a second A opens the main
menu. What actually breaks the boot is hammering: the 88-press run in the
traps doc. The scripts' "tapping breaks the title" comment is too broad
and costs every scripted boot two and a half minutes.

Q4's last row: A on NEW GAME does not hang. It opens DIFFICULTY
(EASY/NORMAL/HARD/BACK, focus on NORMAL), then SELECT DATA, and only then
does the guest throw -- at PC 0x82307128, which is inside sub_823070B0,
the cache-manager STL erase this corpus already documents and which has
nothing to do with the menu path. The screen sat unchanged for 90s
because it was a menu waiting for input from a loop that never pressed
anything. That is now a METHOD line: a screen that never changes is not
necessarily hung, and the fix is to look at it and press something.

Also METHOD: never run ps -ef in this container -- all three long-lived
processes carry the entire loop prompt as argv.
2026-08-28 18:45:59 +00:00
Sylpheed RE agent
1f822f8b30 re: the menu's sound events are named on the disc; the binding to them is
not

Q8. The cheapest thing nobody had tried was to look at the SE cue names,
and they are semantic: SE_UI_CURSOR (2), SE_UI_DECIDE (3), SE_UI_CANSEL
(4), SE_UI_IMPOSI (5, the error buzz), SE_UI_SUB_WIN_OPN/CLS, and
SE_UI_SPLASH_IN/OUT. That is exactly the move/confirm/back/error
vocabulary the question asks for, named by the authors after the EVENT
rather than the sound. 322 SE cues committed as reference data.

They all live in one bank: BANK_SE is a single field reading Static.slb,
and the disc-wide check agrees -- 0 of the 322 has an entry in FILES, the
5135-path list that names every voice, briefing and BGM bank.

I am calling the binding a NAME MATCH, not a measurement, and the page
says so in the same breath as it gives the table. It is a stronger name
match than Q4's GamePart ids -- these are the authors' own event names --
but nobody has watched the game emit cue 2 on a d-pad press, and this
container is muted against a dummy device so there is no audio path to
watch either.

One new negative, with its reach. Static.slb's 8 353 472 readable bytes
contain zero RIFF, zero seek and zero WAVE, scanned over the whole
buffer. The boundary marker that works for all 7 620 other banks is
absent, so the cue is named, the bank is named, and the wave inside it is
not locatable. The UI sound effects cannot be exported yet, and that is a
gap in the assets rather than in the naming. The named next step is
Pj_Silph.xgs -- the XACT project SETTINGS points at, which IS in
sound.pak at TOC 9454, though its 533 bytes carry no XGSF magic and its
region's phase says they are probably the previous bank's tail.
2026-08-28 18:33:58 +00:00
Sylpheed RE agent
e81dcad632 re: the boot intro and the attract loop are the same video, and the
new-game intro has a name

Q9, answered twice over -- once from the disc and once from frames I had
already captured and not used.

The movie manifest's first eight slots are the whole boot-side flow, and
the slot key is the role: LOGO1-4 -> logo1-4.wmv (not on the disc, which
is why the splash is a screen), ADVERTISE_MOVIE -> ADV.wmv, STAFF_ROLL ->
the credits reel, MS00A -> S00A.wmv, MS01A -> S01A.wmv. So the new-game
intro is S00A.wmv, decoded -- which is the half I could not test at
runtime, because A on NEW GAME hangs the emulator.

And there is no separate boot-intro slot: ADV.wmv IS the advertise movie,
the boot just plays it first. Confirmed independently by matching 19
attract frames against five candidates -- 15 hit ADV with a playhead that
advances monotonically at the sampling rate and ends at 137 s, its full
length, with the title back on the next sample. So the attract movie
plays to its end; nothing cuts it short.

That corrects me. Two iterations ago I recorded the attract movie as
"~85 s, so probably not ADV.wmv" -- arithmetic on a start I never
observed, since sampling began 39 s in. REFUTED and METHOD both take it,
along with the matcher's real failure mode: a near-black frame has no
signature, and its runner-up is not evidence.

Skippability I did NOT settle, and the corpus contradicts itself: one
page says A skips a movie every time, while the boot harness deliberately
never taps during one because it breaks the title. Named the one-boot
test rather than picking a side.
2026-08-28 18:29:39 +00:00
Sylpheed RE agent
e64965b3f9 re: S1 -- the Ready Room probe is a no-go, and not for the reason the
question expected

One iteration, as the mission gates it, and no Ready Room work started.

The two criteria it named both pass. It is NOT 3D: the corpus already
holds a capture of the running screen and it is a flat six-item menu in
the same visual language as the title. And unrecoverable paths do not
mean unrenderable screens -- content enumeration finds 60 builds in the
1106 entries.

What kills it is something the question did not ask. GP_READY_ROOM.pak
does not appear to hold the Ready Room's own menu at all. Two signals
agree: the four largest builds composite to briefing panels -- a planet
readout, unit markers, direction arrows -- and, much harder, the 902
bundles declare 317 distinct element names of which NONE matches any of
the six labels on the screen (takeoff, brief, hangar, pilot, option,
mission, ready all return nothing). The pak is the briefing /
tactical-map content behind the BRIEFINGS item. If this is ever picked
up, the first job is finding where the menu lives -- GP_BUNK.pak is the
obvious place -- not naming this pak's keys.

The probe also reaches back into something already delivered: kind ==
0x3002 finds ZERO buttons across all 902 bundles here, while GP_TITLE has
16. 0x3002 is one member of a 0x3000 family with sub-bits, and this pak
uses 0x3000/0x3004/0x300c/0x3008. Nothing in the milestone changes --
every screen in scope is GP_TITLE -- but the handoff now says not to ship
that equality as a general button test.
2026-08-28 18:24:48 +00:00
Sylpheed RE agent
b3c8632006 re: a music bank is two stems that play together -- not intro+loop, and
not something to concatenate

Q10, and it starts by withdrawing the question's own premise. BGM_001 is
not three sub-waves of 10 KB / 4.47 MB / 4.67 MB: the 10 KB is the bank
header. A bank is exactly TWO waves, and across all 32 BGM banks on the
disc the two always have the SAME duration -- equal to 0.01 s over
lengths from 37 s to 277 s. That alone kills intro+loop and kills two
halves of one piece, both of which require unequal lengths.

Four banks appear to break the rule and do not: BGM_106-109 are the known
leading-region straddle, and the giveaway is that the entry named
BGM_107.slb contains BANK id=1108. The seek packet counts pin each join
exactly, so they realign to the same two-equal-waves shape rather than
being dropped as noise. That trap goes in METHOD.

Then the roles, by decoding both waves to PCM. They are
sample-synchronous: transient-envelope correlation searched over +/-5 s
peaks at lag +0.00 s, and both waves stop at the same millisecond,
167.663 s. Two stems of one performance, meant to sound at once. Wave 1
is quieter, has almost no bass and is far more L/R-decorrelated, which
reads as a surround-rear pair or a second intensity layer -- I cannot
separate those two from the file, and say so: ChannelMask is 0x0002 on
both, and this game's channel metadata is already documented as
meaningless.

Two things the port needs that are NOT on the disc, both marked as
authored: the track is not a seamless loop (BGM_001 fades out and is
followed by 6.15 s of silence, no loop-point field found), and nothing
names which bank the menu plays -- all 32 BGM cues are numeric.
2026-08-28 18:13:10 +00:00
Sylpheed RE agent
7fef19b3a0 re: the transition between screens is a fade through black, and most of
its timing is on the disc

Q7. Every title-side screen carries a full-screen black .prm quad that
paints last, and its keyframe group IS the transition: black at T0, clear
by T1, clear until T2, then back to black on exit. Read with the corpus's
start-of-a-ramp rule and Q1's time unit that gives 0.87s for EXTRAS,
0.97s for the main menu, 4.08s for the title -- from the file, not from a
stopwatch.

The disc-wide check is per-pak all-or-nothing rather than the 41% the
headline count suggests, and GP_TITLE's 6 of 12 is the useful row: the
six builds carrying a fade quad are exactly the six SCREENS, and the six
without are exactly the six overlays. GP_DIALOG is 0 of 133. That is
independent corroboration of the overlay finding from two iterations ago.

One piece is NOT on the disc and says so: the fade-OUT length. The fourth
keyframe has no time slot, because a group's last block stops four bytes
short. Measured instead, at 30fps, ~0.4s and the same both directions.

And a warning I earned: the luminance rise after a transition is NOT the
quad's ramp. The incoming screen's own elements animate in after the quad
has cleared -- 1.47s observed against a declared 0.97s. Time the fade
from where the frame is pure black.

Rig: screenshot samples at 0.5 Hz and cannot see a 0.4s fade at all,
which is why an earlier burst called this an instant cut. ffmpeg x11grab
at 30fps instead; both go in METHOD.
2026-08-28 18:05:19 +00:00
Sylpheed RE agent
4e745c8177 re: the title menu wraps -- Q5 measured, Q4 driven, and one of my own
method lines withdrawn

Q5, measured off two boots: up/down move one item and WRAP at both ends
on the 5-item main menu and the 3-item EXTRAS alike; left/right do
nothing; B goes up one level and restores focus to the item you came
from (4/4); B on the main menu returns to the title; B on the title does
nothing. The menu opens on TUTORIAL -- the middle item -- 2/2, though a
third recorded run implies NEW GAME, so that one is reproducible rather
than invariant and says so.

Q4 by driving: LOAD GAME opens the save-slot list, TUTORIAL the lesson
list, OPTIONS the settings menu, EXTRAS build 6, MISSION SELECT the stage
list. NEW GAME is not tested -- A on it hangs the emulator and this
iteration needed the session. The GamePart ID behind each is NOT
measured: it is the entry of the decoded id table whose name matches the
screen I saw, and the page says so rather than wearing the badge.

And the withdrawal. Last iteration I wrote that these menus drop d-pad
presses shorter than ~0.3s. They do not. Once wrap is measured, every
press count I had is exactly right -- four presses moved four steps
THROUGH the bottom, which lands one above where a non-wrapping menu
would. I invented hardware flakiness instead of testing the ends of the
list. METHOD keeps the withdrawal rather than deleting the line.

Also: label brightness is not a cursor oracle here -- the background art
outshines the highlight on some rows. menu_focus.py reads the focus ring
instead, 254 vs <82, no tuning.
2026-08-28 17:53:46 +00:00
Sylpheed RE agent
bebdb18a02 re: Q3 was already answered in docs/re -- deliver it, and test it on EXTRAS
The handoff had Q3 as "runtime-solved only". It is not: the layer key at
+0x0A of the T8aD sprite header, stable-sorted, is a file-derivable paint
order, already checked against five measured orders and already driving
the compositor for every build on the disc. That answer had simply never
reached the page the port agent reads.

The new evidence is EXTRAS -- the first screen composited from the rule
alone and scored against a framebuffer capture the rule had never seen.
0.9620 at zero shift, against a same-tooling control of 0.9657 on the
screen the rule was fitted to.

Written down with its limit rather than its headline: align_to_capture
correlates edges, and a paint-order change moves blends, not edges, by
=<45/255 on a few per cent of pixels. So the score is evidence for
placement and only CONSISTENT with the order. The sharp A/B needs a
rebuild and is named in the doc instead of being claimed.
2026-08-28 17:39:29 +00:00
Sylpheed RE agent
88b3ce9af5 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.
2026-08-28 16:55:33 +00:00
Sylpheed RE agent
27e8c51978 re: a keyframe time is worth half a rendered frame, and the ramp is linear
Q1 of the menu port, measured against the running game rather than reasoned
about. The developer-logo splash is the cheap target: it is the first thing the
guest draws and its bundle declares short, unambiguous ramps.

Two results, both frame-exact and both emulator-speed-independent (frame numbers
are VdSwap counts, the guest's own frames):

  * the ramp is LINEAR. A declared 15-unit fade lands on round(255*k/15) for all
    seven of its samples with zero error, k stepping 2,4,6,8,10,12,14. No ease
    can reproduce a constant step of 34 at both ends.
  * the animation clock advances 2.000 time units per submitted frame, over six
    consecutive intervals with no residual, with 1 unit as the quantum
    underneath (one frame in the fade-out advances by 1).

The conversion to seconds is one step further and is flagged as such: 300 frames
took 10.87 s = 27.6 present-frames/second, which reads as a 30 Hz title at 92 %
under the emulator and gives 1 unit = 1/60 s -- the title build 4.2 s, the main
menu build 1.1 s. That reading is not proven, because the rate was measured
while the guest was still streaming from the ISO; the page names the one test
that would settle it and says what changes if it goes the other way.

Committed beside it: the raw draw capture and the per-frame quad CSV, so the
numbers can be re-derived without a disc or an emulator.
2026-08-28 15:56:33 +00:00
Sylpheed RE agent
69291a315f port: add Q10 -- what a music bank's sub-waves actually are
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BGM_001.slb is three sub-waves (10 KB, 4.47 MB, 4.67 MB) and the decoder
concatenates them into one 347 s track. That is a default nobody chose, not a
decision: two near-equal halves could be intro + loop, two variations, or two
halves of one piece, and a menu that loops its music needs to know which.

Found while wiring the Audio Library up to the shared banks. Recorded in
HANDOFF.md as a trap too, so the port does not build looping on top of the
concatenated track before the question is answered.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-28 17:43:25 +02:00
Sylpheed RE agent
ecbd70f69a port: the container agent answers the questions, it does not build the port
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Corrects the split I got wrong in b5a1938. The container is for reverse
engineering, now focused on the menu port; a SEPARATE agent builds the port from
its investigation results. My previous version had the container agent writing
the exporter and the Godot project, which is not the intent.

This lands on the research/engineering line that was already in the estimate:
the container agent takes the research half, the port agent the engineering half.

docs/port/MISSION.md is now a list of open QUESTIONS (Q1-Q9) rather than build
milestones, ordered by what blocks the port earliest -- the keyframe time unit,
which build is which screen state, paint order for the six screens, button ->
GamePart, navigation semantics, the boot sequence driver, transitions, menu
audio bindings, and video binding. Each is done when a written result with
evidence exists, not when something compiles. S1, the Ready Room probe, stays
gated at one iteration and a go/no-go.

Most of these are BEHAVIOUR questions -- timing, transitions, what a d-pad press
does at the end of a list -- so the mission and the loop prompt both push hard
on measuring the oracle rather than reasoning from the file.

docs/port/FORMAT.md is deleted. The export schema is the port agent's design and
was not mine to specify. It is replaced by docs/port/HANDOFF.md, the single page
the port agent reads: a status table, what is already settled and can be relied
on today, and the facts that will trip the port up (the WMV3/WMA Pro intro, the
Static.slb size over-declaration, the voice-vs-music downmix, JNGL_001).

The derived/authored idea survives as the thing it always was -- a finding, not
a design. Every answer must be classified DECODED, MEASURED or UNDECODABLE-with-
reach, and never a fourth thing, because measured and undecodable both mean the
port agent is authoring that value and has to know it. Labelling a guess as a
decode would put it into the port wearing the badge of a measurement.

Reverts the Godot install from the RE container, its AGENT.md section, and the
export/ gitignore entry -- none of that belongs on this side of the wall.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-28 17:16:47 +02:00
Sylpheed RE agent
b5a193839c port: make the Godot menu shell the agent's primary objective
Sets a new mission: boot the real disc through developer splash -> intro video
-> title -> main menu -> submenus in Godot 4, interactively, with no gameplay,
no 3D and no emulator.

docs/port/MISSION.md defines it -- eight gated milestones, each finished by an
ARTIFACT rather than by compiling, plus the Ready Room as an explicitly gated
stretch goal with a one-iteration probe that decides go/no-go. GP_READY_ROOM is
1106 entries with 6 recoverable names and is ISL-scripted, so it is either a
week or a quarter, and the agent must not start it on its own authority.

Architecture, per the user's decision: the Godot project is INDEPENDENT of the
Rust viewer and never reads a disc format. An offline Rust exporter converts the
disc into open formats; Godot reads only those. No GDExtension, no Rust in the
Godot project, and sylpheed-viewer is off limits -- it stays the human's
verification tool with its static-data rule intact.

docs/port/FORMAT.md specifies the open format, versioned, because modding is the
port's second goal and that makes the layout a deliverable rather than a temp
directory: JSON over XML (Godot parses JSON natively; its XMLParser is SAX),
names never hashes, provenance in every generated file, and unknowns listed
rather than guessed.

The discipline the whole thing rests on is the derived/authored split. `export/`
is regenerated wholesale and never hand-edited; `authored/` is hand-written and
survives a re-export. Three things this milestone needs are NOT on the disc in
any decoded form -- which button does what, paint order, and menu sound cues --
so they live in `authored/` with a stated `why`. Deleting an authored entry
because the exporter can now emit it IS the measure of progress.

`export/` is gitignored: it is generated from the user's own disc and this stays
a clean-room repo.

Container: adds a pinned Godot 4 (windowed under Xvfb for screenshots, plus a
headless wrapper). ffmpeg already carries libtheora, which is the video target --
Godot 4 plays only Ogg Theora natively and the disc's ADV.wmv is WMV3/WMA Pro.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-28 17:11:35 +02:00