Commit Graph

7 Commits

Author SHA1 Message Date
Sylpheed RE agent
3717293fa9 re: the loop records decode -- and they are not what I measured
Two of my own claims from last iteration die here, and the decode is the
thing that kills them.

Searching for the SHAPE instead of an assumed count found it immediately:
fade words matching 0x??ffffff at alternating strides of 24 and 16, which
is a 40-byte block carrying fade at +0 and tint at +24 -- exactly the
build layout, starting at +0x68. So "a leaf record's keyframes are not in
the build's 40-byte layout" is withdrawn. They are. My scan failed
because I demanded 29 strictly-increasing times, having read the word at
+0x004 as a keyframe count; the records hold THREE.

Decoded, both are horizontal light sweeps. ptloop01 runs pteff03.t32
from x=-639 to x=1521 over t=150..600, which is 450 units or 7.5 s;
ptloop02 runs pteff03a.t32 the other way over 570 units or 9.5 s.

Which refutes the second thing. Last iteration I attributed the measured
2.2 s oscillation to these elements because build 4 declares them --
association, not evidence. A 7.5 s cycle would give about three peaks in
a 22 s capture and I counted eight. So the loops are not what I measured,
the 2.2 s stands as a measurement, and its source is now explicitly
unidentified rather than wrongly assigned.

METHOD gets the general form, because it is what cost the previous
iteration: do not hard-code an expected element count into a structure
scan. Scan for the shape and let the count fall out.
2026-08-28 20:53:08 +00:00
Sylpheed RE agent
a048910497 re: the loop record is located, its cycle is still not readable
Continuing the one gap from last iteration -- turning the title's
measured 2.2 s loop into a decoded cycle. It did not turn.

The record itself is found and partly confirmed. ptloop01.rat is an
opt-linked leaf RATC at 0xbb5966 in build 4, placing pteff03.t32, with
0x1e -- thirty -- in the high half of the word at +0x004, which is the
~30 keyframes ui-rat-layout.md predicts for a loop record. Its pivot
fields read 200 and 90, matching exactly what screen info prints for
ptloop01, so this is the right blob and the header offsets hold.

The times are not there. A build's keyframes are 40-byte blocks with the
time at +36; scanning every 4-byte-aligned start across a 0xC0 window for
29 strictly increasing values at that stride finds nothing, in either
loop record. So a leaf record's keyframe layout is NOT the build
placement layout, which is now a line in REFUTED because it is the
obvious first assumption and it is wrong.

The 2.2 s stays measured and the port hardcodes it. What the next attempt
inherits is the record's address, a confirmed pivot, and one layout ruled
out -- which is the useful part of a negative.
2026-08-28 20:49:11 +00:00
Sylpheed RE agent
5f3d8f86a4 re: the title loops at about 2.2 s -- and the build-in test I intended
did not work

I set out to do for the title what worked for the splash: measure the
build-in and check it against the declared keyframes. That part failed,
and I am recording the failure rather than the number.

It failed for two reasons, both mine. The title was reached by skipping
the movie with A, which cuts to black and brings the title up on a path
that may not be the normal one. And the visible rise, about 2.7 s, is a
luminance curve -- which screen-transitions.md already establishes is not
the fade quad's ramp. So 2.7 s neither confirms nor contradicts build 4's
declared 16 -> 261, four point oh eight seconds. They are not measuring
the same thing, and I have said so instead of reporting a discrepancy.

What the recording did establish is worth having anyway: the title never
settles. Over 22 s the mean luminance oscillates continuously, peaks at
5.6, 7.8, 10.0, 12.7, 15.2, 17.1, 19.2 and 21.3 s, mean interval 2.24 s.
Marked as about 2.2 s plus or minus 0.4 rather than a precise period,
because peak-picking a low-amplitude signal is coarse.

The mechanism was already decoded and I did not re-derive it: build 4
declares ptloop01.rat and ptloop02.rat, and loop*.rat is a looping sprite
animation rather than a composition. What is new is the period, and that
it runs forever. For the port that matters -- drawing the resting pose
and stopping will look wrong.

Not confirmed, and flagged: that 2.2 s is the loop's OWN declared cycle.
screen info prints the element's placement keyframes but not the frame
count inside the .rat, and I did not open it.
2026-08-28 20:45:53 +00:00
Sylpheed RE agent
113c25aac1 re: the splash's timing is decoded, and the fade-out matches to 0.03 s
Closing the caveat I left last iteration -- the splash timing was +/-0.5s
because I sampled at 2 fps, and at that rate I could not see ramps at
all, only plateaus.

Re-recorded at 10 fps: the splash FADES, both in and out, rather than
cutting. And the bundles declare it. palogo_sqex.t32 carries keyframes
[15 30 235 239 251 255] and palogo_gamearts.t32 [15 30 190 194 206 210],
each with an _eff glow child on [15 30 45]. Under Q1's 1 unit = 1/60 s
that is a 0.25 s ramp in, a 3.42 s or 2.67 s hold, and a 0.33 s fade out
-- against measured holds of about 3.5 s and 2.4 s and fade-outs of about
0.3 s. The constant 0.35 s offset between declared and measured start is
just that my recording's t=0 is when the WINDOW appears, not when the
guest starts drawing.

So the first screen's animation moves from measured to decoded: the port
reads it off the disc instead of trusting my stopwatch.

It also explains something the capture showed and I had no account for.
The brightness overshoots on the way in -- peaks at 0.8 s, settles by
1.1 s -- which reads as a bloom. It is the _eff glow child, whose
keyframes run 15 -> 30 -> 45, ramping in after the logo and back down
while the logo holds. Mechanical, not a rendering artifact.
2026-08-28 20:39:17 +00:00
Sylpheed RE agent
9f39e8ee72 re: the splash confirmed against the running game, and timed
Closing the amber I raised last iteration: the splash renders had no
framebuffer capture to diff against. Recording the boot from the moment
the window appears, at 2 fps, catches it before the movie.

Both halves match their own render at zero shift, each with the OTHER
half as a negative control: publisher frame 0.9146 against entry 10 and
0.027 against entry 11; developer frame 0.9792 against entry 11 and
-0.033 against entry 10. The EN/JP twins score 0.876 and 0.966, so the
test tells a screen from a different screen but cannot tell a pair apart,
and I have said so rather than implying it discriminates.

The recording also times the front of the boot, which Q6 and Q7 only had
from the title onward: SQUARE ENIX from about 0.5 to 4.0 s, black,
developer logos from about 5.0 to 7.5 s, black, then ADV.wmv from about
9.5 s.

One trap avoided and written into METHOD. The frames around 9.5 to 12.5 s
show SQUARE ENIX again in cyan, and read from the capture alone that is a
third logo screen. It is not -- it is the intro movie's own opening,
which the milestone-2 notes describe as white SQUARE ENIX plus cyan glow
plus red diamonds. A logo appearing twice may be two different things.
2026-08-28 20:35:10 +00:00
Sylpheed RE agent
b302558d26 re: the developer splash renders -- screen 1 of 5 finally has a composite
Two pages of this corpus disagreed. MISSION says the splash "is the RATC
screen, which already renders"; ui-paint-order-key.md says it "cannot be
rendered by screen render at all". Running the tool both ways settles it.

screen list --all shows all 16 GP_TITLE entries instead of 12, and the
four the default listing drops are the splash, each half shipped twice:
entries 10 and 13 are the white SQUARE ENIX publisher logo, entries 11
and 14 the GAME ARTS / SETA / studio anima developer logos. Entry 11's
seven elements are the three logos, their three _eff glows and the
palogo_eff0.prm backdrop -- exactly the composition ui-paint-order-key.md
had measured for the splash without being able to draw it.

So the "cannot be rendered" line is wrong and is corrected in place. What
is true is narrower and worth keeping: the splash is invisible to the
DEFAULT listing because is_build wants a .rat child, so anyone who does
not pass --all concludes it is missing. That goes in METHOD -- a default
filter can hide a whole screen and the corpus will record it as absent.

The payoff is for the port rather than for the RE: the first of the five
screens now has a reference composite, which it did not have. Marked
amber on one point -- there is no framebuffer capture of the splash in
this repo, so the match to the running game is by description against the
milestone-1 notes, not by pixels.
2026-08-28 20:29:33 +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