7156591654feff1f85a03966be7e2ad6e2eb3531
442 Commits
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7156591654 |
re(ui): re-establish selective activation by killing the alternative statically
Last iteration I withdrew "a bundle is a palette" because the evidence did not choose between selective activation within one bundle and two compositions shown in sequence. The alternative can be killed from the disc, which I had not tried. Hypothesis 2 needs a bundle declaring the GLOWS WITHOUT THE LOGOS. There is none. Every GP_TITLE entry carrying palogo elements: 10, 13 (publisher twins) palogo_eff0.prm, palogo_sqex, palogo_sqex_eff 11, 14 (developer twins) palogo_eff0.prm + all three logos + all three glows Four entries, and each developer entry declares the complete set of six. So whichever bundle was active across frames 94-211 -- entry 11, entry 14, or both in turn -- it declared the logos and the glows, while the game drew two sprites at a time in disjoint phases. Therefore only a subset of a bundle's elements is drawn at any moment, whatever the bundle-loading story is. The conclusion no longer depends on resolving how many bundles are involved, which is why the texture-base test's failure stopped mattering. So the claim is reinstated -- this time by eliminating the alternative rather than by assuming it away. What worked was not a better capture but asking what the competing hypothesis would REQUIRE on the disc and finding it absent. METHOD: a hypothesis that predicts an artefact can be killed by looking for the artefact, which is often far cheaper than measuring the behaviour. |
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2a086051b3 |
re(ui): withdraw the mechanism -- "palette" was an explanation, not a finding
Last iteration I wrote that a bundle is a palette whose elements are
selectively activated. The disjoint glow/logo phases have two
explanations and I asserted one:
1. one bundle, some elements run then others;
2. two bundle-loads shown in sequence (entries 11 and 14 are twins
declaring identical sprites).
The draw log's tex[base=...] looked like it would separate them. It does
not, and the control is in the same table:
publisher splash f1-90 0x11C30000, 0x10000000
glows f94-115 0x11C30000, 0x10000000
logos f116-211 0x11C30000, 0x10000000
The publisher splash is certainly a DIFFERENT bundle from the developer
splash, and it uses the same base. So 0x11C30000 is a reused upload slot,
not a bundle identity, and the test cannot choose between the two
hypotheses.
Survives: a bundle's declared elements are not what gets drawn.
palogo_anima and palogo_gamearts carry byte-identical keyframe times and
in the same run one is drawn 95 frames and the other none -- and
whichever twin was active declares both. The phases are strictly disjoint
(0 overlapping frames in 235).
Withdrawn: the mechanism. The practical consequence is unchanged --
compositing every element of a bundle does not reproduce what the game
shows over time -- but the why is not established and I stated it as
though it were.
What would separate them: a per-draw capture recording the bundle each
draw came from, or a file-IO log showing whether a second RATC entry is
read between frames 115 and 116.
METHOD: a shared resource address does not identify the resource's owner;
and state the mechanism as a separate claim from the observation, or the
weaker one inherits the stronger one's evidence.
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baed44a9ea |
re(ui): the sequencing survives refutation -- and a bundle is a palette
Two checks on last iteration's "sequential, not simultaneous" reading. First, the phases really are disjoint. If glows and logos ever shared a frame the claim would be wrong. Across all 235 captured frames the count of frames containing both is ZERO, and the switch is a single clean boundary -- f110-115 draw 1280x720 + 262x108 + 525x90, f116 onward 1280x720 + 243x86 + 499x72. Two sprites either side, no transition frame. Second, and larger: a third of the bundle is never drawn. Entry 11 declares three logo/glow pairs and only two appear. palogo_gamearts / _eff 95 / 22 frames palogo_seta / _eff 95 / 22 frames palogo_anima / _eff never palogo_anima declares the SAME keyframe times as palogo_gamearts. Two elements with byte-identical data, 95 frames and 0 frames in one run. Reach: the capture covers frames 1-214, so this is "never in the window". So a bundle is a palette, not a script. Its elements say what to draw and for how long; which of them run, and when each starts, is decided outside the placement data. That is the same conclusion the boot-order work reached from the other end -- the driver is code, not data -- now with a per-element measurement behind it. For the port, concretely: compositing every element of a bundle does not reproduce what the game shows over time. It is the right thing for a static screen that settles, and it is not a timeline. METHOD: two elements with identical data and different outcomes is the strongest possible evidence that the decision is elsewhere. |
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7fb6bdfad8 |
re(ui): a group's duration is in the data, its start time is not
Tested whether the splash timeline, played, reproduces the capture -- the last gap in the animation model. Half of it does. Durations match. At 2 units/frame under the shifted reading, from the 235-frame draw capture of the developer splash: glows drawn f94-115 (22 frames = 44 units) declared ~0..45 = 45 97.8% logos drawn f116-211 (96 frames = 192 units) declared 15..210 = 195 98.5% Each element is on screen for its declared span to within 2%. Starts do not. Every glow declares the same times 15,30,45 and every logo the same 15,30,190,194,206,210, so on one clock they would overlap almost entirely -- and they do not overlap at all. The glows run 94-115 and the logos 116-211, strictly sequential, the logos starting the frame after the glows end. Fitting one origin needs f0 ~ 93.5 for gamearts_eff and ~103 for gamearts, about 19 units apart, and aligning one throws the other off by ~9 frames at both ends. The obvious candidate is refuted. parse_placements reads each group header as (element index, keyframe count) plus one undecoded LEAD-IN WORD -- exactly where a per-group start offset would live. It is 0x00000000 for all seven elements, glows and logos alike. Reach: not the keyframe times (identical within each family), not that word (zero), not declaration order (which interleaves logos and glows where the observed sequencing groups them), not the RATC child order. What remains is that the sequencing is code-driven, which agrees with what the boot-order work concluded independently. For the port: a group says how long an element animates and what it does, not when it starts relative to its neighbours. The observed order on the developer splash -- both glows, then both logos -- is measured for one screen, not a decoded rule, so the sequencing has to be authored. METHOD: when a model reproduces durations but not positions, the missing piece is an origin, not a rate. |
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1f2b469f7e |
re(ui): a static composite is only meaningful for a screen that settles
The model's sharpest prediction, tested with its control. The draw log says that on the developer splash the _eff glows are drawn on frames 94-115 and the logos on 116-211, so at the moment the reference capture was taken EVERY glow is already finished -- including the two that have plateaus and which rest_plateau therefore renders visible. Suppressing them should help on the splashes and hurt where a screen genuinely settles. publisher splash +0.9604 -> +0.9982 +0.0377 developer splash +0.9659 -> +0.9980 +0.0321 title (control) +0.9500 -> +0.9480 -0.0020 main menu(control) +0.9460 -> +0.8544 -0.0916 EXTRAS (control) +0.9440 -> +0.8370 -0.1070 Both splashes jump to about 0.998; all three persistent screens get worse. The control is what makes this a finding rather than a coincidence: the same edit helps exactly where the model says it should and hurts exactly where it says it should not. So rest_plateau is not over-drawing in general -- it over-draws on TRANSIENT screens. A plateau mid-animation means the element is held at that point in the timeline, not that it is on screen once the screen has settled. Where a screen settles, the held pose IS the settled pose and the rule is measurably right. And that answers the question left open several iterations ago -- what "rest" means for a transient element. It does not mean anything: the splashes never rest. A static composite of them can match a chosen frame, and about 0.998 is what these captures' frame is worth, but the format does not answer a question the screen never poses. For the port: play the timeline for the two splashes, which the settled keyframe timing now supports, and composite statically for title, main menu and EXTRAS. METHOD: an edit that improves one set of cases is only interesting once you have shown it damages the cases where it should. |
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458585d136 |
re(ui): the structural case for last -- 2 293 of 2 305, checked disc-wide
The weakness in the rest-rule finding was that `last` had been SCORED on only two elements. It cannot be scored on more -- only two ambiguous elements sit on a screen with a live capture -- but the entry -> hold -> exit model makes a prediction that can be checked on all 2 305: what does each element's FINAL keyframe look like? final keyframe invisible (a = 0) 1 618 transient: gone at rest final keyframe visible, at max alpha 675 faded in and stopped final keyframe visible, BELOW max alpha 12 genuinely unclear Of the 687 that end visible, 472 have monotonically non-decreasing alpha -- a plain fade-in that stops, [0, 255] over two keyframes in the commonest case (pjex_eff.rat, pghud_speed_cut.t32) -- and another 203 end at their maximum after dipping. So `last` is structurally defensible for 2 293 of 2 305 (99.5 %), against a dwell rule that returns a mid-movement frame by construction. Observed correct for 2, structural for 675, model-consistent for 1 618, unclear for 12. The assumption carrying the 1 618 is stated rather than buried: that a plateau-less element's animation has finished by the time the screen is settled. The draw log establishes exactly this for the two splash glows (drawn frames 94-115, logos 116-211) and establishes nothing for the rest. Default still unchanged. The case is now observational, structural and model-based rather than two data points, but it would move 1 896 elements and the decision belongs with whoever owns the renderer. |
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4012d5b555 |
re(ui): why rest_plateau is right -- and last is right only for a transient
The shifted keyframe-time reading looked like it implied something simple: the final pose is reached at a definite time and nothing follows, so rest should just be the last keyframe and the plateau heuristic could go. Tested by applying it to EVERY element: title +0.9500 -> +0.6819 -0.2681 main menu +0.9460 -> +0.6416 -0.3044 EXTRAS +0.9440 -> +0.5745 -0.3695 publisher splash +0.9600 -> blank (zero variance, corr undefined) developer splash +0.9643 -> blank Refuted, and the failure supplies the model. A group is entry -> hold -> exit, and the exit is the screen's DISMISSAL. While a screen is displayed it has not reached its last keyframe; it is sitting at the hold. So rest_plateau is the correct primary rule, and the last keyframe is the post-exit state -- correct only once the screen is gone, which is why applying it everywhere blanks the splashes. This does not contradict the shifted reading. That reading says when each pose is reached; it says nothing about the group being played to completion while the screen is still up. The step between them was mine. And it explains why last wins for the two plateau-less elements: an element with no hold is a transient, it flashes and is over, and at any settled moment it is gone -- which is its last keyframe. The draw capture says the same independently: on the developer splash the _eff glows draw on frames 94-115 and the logos on 116-211, so the glows are already finished when the logos are up. Three independent observables -- animation timing, static composites, and the per-frame draw log -- now agree on one rule: plateau where there is one, last keyframe where there is not. METHOD: a blank render is a NaN correlation, not a low score, and that NaN was the strongest form of the result; and when a model predicts something the measurement refuses, suspect the step you supplied between them. |
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515456c59a |
re(ui): quantify what changing the rest rule would do disc-wide
The open question was whether "last keyframe" holds beyond the two
elements I could score against a capture. It cannot be scored disc-wide --
only two ambiguous elements sit on a screen with a live capture -- but the
blast radius can be measured, and it argues the same way.
genuinely ambiguous elements 2 305
the two rules AGREE on 409 (17.7 %)
they DIFFER on 1 896 (82.3 %)
dwell (current): invisible pose 1 711 (74.2 %), zero-scale 195 (8.5 %)
last : invisible pose 1 618 (70.2 %), zero-scale 43 (1.9 %)
Two things follow. It is not a marginal choice: the rules disagree on 82%
of the affected elements, so "either is fine" is not available. And the
current rule produces 4.5x more degenerate poses -- a zero-scale pose is
collapsed to nothing, i.e. an element's PRE-ROLL before it has grown in,
which is definitionally not a rest. 195 elements currently rest at a frame
they are only passing through, against 43 under last.
That is an argument from the data's own structure rather than from the two
captures, and it points the same direction.
Kept honest: it is indirect. Fewer degenerate results is not the same as
more correct results, and last still returns an invisible pose 70% of the
time -- right for a transient element, wrong for a persistent one. The
default stays put; the numbers are in HANDOFF for whoever decides.
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93e9b185ea |
re(ui): the rest fallback fires on 2 elements, and "last keyframe" wins there
Scored candidate rest-pose rules by rendering and correlating instead of
arguing, and both results correct something I had published.
First, the exposure. The guessing fallback is reached only by an element
that is plateau-less AND multi-keyframe -- a single-keyframe element
short-circuits at `match len { 1 => first }`. Per screen:
title (4) 24 elements 2 plateau-less 0 reach the fallback
main menu (5) 16 5 0
EXTRAS (6) 18 5 0
publisher splash (10) 3 2 1
developer splash (11) 7 2 1
So on the three screens the port cares most about, rest() never guesses.
That is why three different rules render builds 4/5/6 to identical
correlations -- the code is unreachable there, which I nearly read as
"the choice does not matter".
Second, where it does fire, the last keyframe is markedly better:
publisher splash dwell +0.9600 last +0.9982 maxalpha +0.9600
developer splash dwell +0.9643 last +0.9758 maxalpha +0.9643
That refutes my own earlier refutation. I had killed the last-keyframe
rule by arguing it makes palogo_anima_eff invisible while its two
siblings stay lit, which looked like an artefact. The capture says
otherwise: making it invisible is what improves the match. The sibling
symmetry was my expectation, not evidence.
Caveat kept in front: both captures are single frames of a transient
animation, so this fixes which pose matches THOSE frames, not which is
canonically at rest. Default unchanged -- better on both screens where it
fires and identical on the other three, but it would move 2 305 elements
disc-wide on two measurements. Reachable via SYLPHEED_REST_RULE=last.
Also confirmed: all 195 zero-scale rest poses are inside the corrected
2 305 ambiguous population; none is a single-keyframe element.
METHOD: score a rule where it can differ, or you measure nothing; and an
argument from symmetry is a prediction, not a refutation.
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0265da31a1 |
re(ui): refute my own fix for rest(), and correct the defect rate by 65%
Two corrections from one experiment.
A keyframe group is entry -> hold -> exit, and the exit ends invisible:
on the five port screens the final keyframe is invisible for 21/24
(title), 8/16 (main menu), 12/18 (EXTRAS), 2/3 and 6/7 (splashes). So the
screen as seen is the HOLD, which is why rest_plateau is the right
primary rule and why "rest = last keyframe" would empty every screen.
That suggested a fix: an element with no hold has no representative pose,
so draw nothing rather than guess an endpoint. Tested through compose's
visible mask and correlated against the live captures:
title +0.9500 -> +0.6839 -0.2661
main menu +0.9460 -> +0.9037 -0.0423
EXTRAS +0.9440 -> +0.9094 -0.0346
Refuted on all three, and the reason invalidates a number I published. An
element with a SINGLE keyframe has no adjacent pair, so the plateau test
marks it plateau-less -- but its one pose is unambiguously its rest.
Suppressing those removes backgrounds and full-screen layers, which is
the title's -0.27.
no plateau (as published) 3 807 (24.57 %)
... single-keyframe 1 502 trivially at rest, not a guess
genuinely ambiguous 2 305 (14.88 %)
So rest() guesses for 2 305 elements, not 3 807 -- the figure I gave the
port overstated the defect by 65%. Corrected in HANDOFF and the page.
METHOD: a predicate over adjacent PAIRS silently misclassifies a
one-element list; and acting on a claim is a better test of it than
re-reading it -- this flaw survived a census, a write-up and a handoff
row, and died the moment the rule was used to change a rendering.
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714a26769d |
re(ui): premultiplied alpha refuted for bit 0x02; parking the field
A per-sprite premultiplied-vs-straight-alpha flag would matter a lot to a port and has a sharp static signature: premultiplied means RGB <= A everywhere. Over the 170 decoded GP_TITLE textures that pair to a flag word: bit SET n= 61 mean %(RGB>A) 55.52 median 52.52 bit clear n=109 mean %(RGB>A) 33.66 median 30.17 Premultiplied requires ~0% for the flagged group. Both groups are far from it and the flagged group violates MORE -- the opposite of the hypothesis. Refuted. What remains is a weak association: flagged sprites carry more bright-RGB/low-alpha pixels, which is what glow art looks like. But the best single threshold classifies 76.5% against a 64.1% base rate -- a 12-point lift with badly overlapping distributions. A tendency, not a rule, and reported with its base rate so it cannot read as more. Noted for whoever returns: "0x02 selects an additive blend" was refuted by blending those sprites additively and finding every measure worse against the capture -- but that ran through a title render since fixed twice (rest_plateau, and the 8AX background the composer drops). The refutation may well stand; it was measured through a renderer with known other errors, so it is worth one re-run if blit ever gains additive blending. Parking the field. Four candidate meanings are dead -- additive blend, eff name in both directions, transient element, premultiplied alpha -- none produced a positive account, and the bit blocks nothing: the port's screens composite at 0.947 correlation against a capture without it. The negative space and the sound attribution method (child order, not size) are written down so a later attempt starts here. METHOD: report a classifier's lift over its base rate; and park a field after N failed hypotheses, saying what was eliminated. |
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489ea12759 |
re(ui): the eff-name implication for bit 0x02 is refuted disc-wide
Last iteration I killed the biconditional and reported that the one-way
reading survived: all 10 bit-set sprites on GP_TITLE build 4 are eff
names, so "bit set => eff name". Checked over the disc, that is false.
sprites with a resolvable preceding name 14 709
bit SET & name has 'eff' 2 338
bit SET & name lacks 'eff' 2 657 <-- counterexamples
bit clear & name has 'eff' 1 399
bit clear & name lacks 'eff' 8 315
P(eff | set) = 0.468
P(eff | clear) = 0.144
The implication fails more often than it holds. What survives is an
association -- 3.3x enrichment -- and build 4's 10/10 was a local naming
habit in an 18-element bundle, not a format rule.
The counterexamples are the useful part: pv_loading_ring0,
pv_loading_light0-3, pv_loading_line, px_bunk_line, px_top_extra. Rings,
glows, lights, thin lines -- effect-like artwork that does not carry the
eff naming convention. Consistent with the bit marking effect sprites by
authoring intent rather than by name, which is a description and not a
decode, and is labelled as such.
Names here come from the string immediately preceding each T8aD,
validated 17/18 on build 4 against the RATC child order; the single
mismatch is the known pteff04.t32 -> registered as 8AX case, so this is
the element (opt) name rather than the sprite's registered name. That
mismatch is itself an independent confirmation of the 8AX finding,
reached from the opposite direction.
METHOD: a pattern perfect on one screen can be near-chance on the disc;
and when an association survives a refuted implication, the
counterexamples are the finding.
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5f701db588 |
re(ui): kill two candidate meanings for the T8aD 0x02 bit, and fix attribution
The bit at +0x04 was recorded as a real field with its meaning "not
diagnosed", noting ptlogo_back2eff is 0x8830 "despite its name". That note
rested on a size match -- and its size is ambiguous, which is the trap
this corpus already records.
First, a sound attribution. T8aD headers appear in the bundle in RATC
CHILD ORDER, verified on GP_TITLE build 4 against an independent property
-- each header's decoded dimensions versus the dimensions the named child
should have: 18 of 18 match, 0 mismatches. Two of those eighteen share a
size (ptlogo_back2eff and ptlogo_back2eff5, both 1133x280), so a size-keyed
lookup cannot separate them; ordering can. Index 12 is back2eff5 (0x8832,
bit set), index 14 is back2eff (0x8830, bit clear). The documented
counterexample is real and correctly attributed -- now on evidence.
Two candidate meanings tested and refuted:
bit <=> name contains "eff" REFUTED: ptlogo_back2eff is an eff
name with the bit clear. All 10
bit-set sprites are eff names, so
the implication holds one way only.
bit <=> the element is transient REFUTED: pteff03/pteff03a carry the
bit and run to t=250, ramping to
a=255 and holding.
Up close, the exception pair differs in two header words: +0x04
0x8832/0x8830 and +0x08 0x8083/0x8081 -- layer keys 32899 and 32897. They
are NOT duplicates: their alpha summaries agree to one decimal (4.5%
opaque, 86.7% clear, mean 19.3) but a pixel compare gives max abs diff 21.
Two renditions of one image at one size, which is why the summaries were
not trusted.
Still not diagnosed, and said so -- but the search space is two smaller
and the attribution beneath it is now sound.
METHOD: T8aD headers sit in child order, use that not the size; and
identical summary statistics are not identical data.
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421c61a517 |
re(ui): close the gamma chain from canary's defaults -- the game writes a ramp
Continues the previous iteration, where the game was measured calling VdGetCurrentDisplayGamma at video init. The remaining link -- does it then WRITE the ramp -- is a GPU register operation (XE_GPU_REG_DC_LUT_RW_INDEX in CommandProcessor::WriteRegister), unlogged and invisible to kernel logging. Two facts from the source close it without instrumenting. 1. The swap-path gamma stage is a PURE LUT. apply_gamma_table.xesli is the whole transform: index by input*255, fetch from a 256-entry ramp buffer, output. No sRGB encode, no second transfer function. 2. The table DEFAULTS TO IDENTITY. CommandProcessor::Initialize fills it with value = i * 0x3FF / 0xFF, and its own comment says the linear default is "what games set when starting with the sRGB (return value 1) VdGetCurrentDisplayGamma". An unwritten ramp is a no-op. So the only transform is a LUT, the LUT is identity unless written, the game queries the display gamma at init, and the capture differs from our composite by gamma 1.34-1.49 -- which identity cannot produce. The guest wrote a non-identity ramp. Labelled an inference, with its weak joint named: it assumes our composite reproduces the PRE-RAMP framebuffer, which it does not exactly. What carries it is the shape -- a systematic ~1.4 fitted on flat patches across three screens is not a compositor bug. The obvious alternative, a fixed sRGB stage in the presenter, fits neither direction: an encode (^0.45) brightens and we measured darkening; a decode (^2.2) darkens far more than 1.4. Direct observation remains available and cheap, and needs the emulator only to boot: a GPU trace records gamma ramps as their own command type, or one log line at the DC_LUT register write would settle it outright. Not done. METHOD: a default value is evidence; and name the weak joint of an inference in the same breath as the conclusion. |
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c6ce000002 |
re(ui): the game does query the display gamma -- measured, with its control
Last iteration's corrected experiment, run. Boot with --log_mask=12 --log_level=3 (Kernel logging on, Cpu/Gpu off), which changes nothing about the output and so cannot perturb the capture harness the way the gamma-cvar experiment would have. VdGetCurrentDisplayGamma is called once, at video init: d> VdGetSystemCommandBuffer(701CF830, 701CF804) d> VdGetCurrentDisplayGamma(701CE1F8(00000000), 701CE1F0(0)) d> VdSetDisplayMode(40000000) d> VdGetCurrentDisplayInformation(701CF110) The control is in the same log: 359 VdRetrainEDRAM and 358 VdGetSystemCommandBuffer lines, so an absent call would have been visible. Per the export's own comment the returned type is "used in D3D SetGammaRamp/SetPWLGamma" -- the game asks the question a ramp-builder asks, at the moment one would ask it. Still open, and stated: whether it then WRITES the ramp, and whether the measured gamma 1.34-1.49 is that ramp. The write is a GPU register operation (DC_LUT), invisible to kernel logging; a GPU trace records gamma ramps as a command type (TraceWriter::WriteGammaRamp), which is where to look next. Worth its own METHOD line: this had been parked behind "needs the emulator to reach a menu" for several iterations, and it needed the emulator only to BOOT -- video init happens in the first seconds. A blocker that stops one experiment does not stop every experiment in the same area. |
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93b0a6b20f |
re(ui): the gamma confound is refuted from source -- canary applies none of its own
I had parked the tone-curve finding behind "this may be the emulator, not the game: canary applies kernel_display_gamma_type = 2 (BT.709) on output", with a planned run setting it to 0 and re-fitting. Reading the source kills both the confound and the experiment. VdGetCurrentDisplayGamma_entry is a kStub GETTER the guest calls (xboxkrnl_video.cc). Its own comment: "Used in D3D SetGammaRamp/ SetPWLGamma to adjust the ramp for the display." The cvar is a value REPORTED TO THE GAME, which then builds its own ramp. Canary's role is downstream: the guest writes DC_LUT, command_processor.cc reads it into gamma_ramp_256_entry_table_, and the swap path applies it via swap_apply_gamma_pipeline_layout with apply_gamma_table.ps / apply_gamma_pwl.ps compiled in. So there is no emulator-side BT.709 post-process to subtract, and any gamma in a captured frame is a ramp the game installed. What is NOT established, and the reach is stated: that this game installs a ramp at all, or that the measured 1.34-1.49 is it. The run logs cannot say -- kernel exports log at Debug and this harness masks Kernel logging (log_mask = 13, per boot_menu.sh's own comment), so their silence is guaranteed regardless of what the game did. The planned experiment was wrong in design: changing the cvar changes what the GUEST is told and therefore which ramp the GAME builds, so it could never isolate a stage that does not exist -- and it perturbs the capture harness, since skip_intro classifies movie-vs-static on an absolute rmse threshold that a brighter frame biases. The right run changes nothing about the output: LOG_MASK=12 LOG_LEVEL=3 and look for the call and the DC_LUT writes. Also for the port: the ramp depends on the display type the game is told, and canary hard-codes TV/BT.709 where hardware uses a console setting. So this is a display profile, not a fixed property of the game. METHOD: read what a cvar does before building an experiment around it; and an absence in a log is only evidence if the log would have shown it. |
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3490fba9e3 |
re(ui): settle 8AX vs ptbase statically -- the game draws the full-res one
I had parked this as "needs a per-draw capture recording texture base addresses". It did not. 8AX (1280x720) and ptbase (640x360 at 200%) are the SAME artwork at two resolutions, which is exactly why comparing either against a capture is inconclusive -- and why comparing their DIFFERENCE is not. Compute 8AX - upscale(ptbase), the detail only 8AX has, and ask whether the capture contains it. Both candidates are first mapped into the capture's tone domain with the measured gamma; without that the residual is dominated by the tone difference and the test is blind. main menu corr +0.0475 controls +0.0032 shift, -0.0075 flip 68% of ceiling title corr +0.0634 controls +0.0095 shift, +0.0086 flip 68% of ceiling Two independent screens, both at 68% of the theoretical ceiling (sd of the 8AX-only detail over sd of the capture residual), 7-15x their matched controls. The controls preserve spatial correlation and destroy only alignment, so they are what "no signal" looks like. So the recommendation changes: resolve the name and draw 8AX at 1:1. Upscaling ptbase 2x is wrong, not merely softer. Still do not draw both -- an opaque layer over an identical one costs fill and hides later changes, and ptbase's element is the one carrying the keyframes, so a consumer needs its timing with 8AX's pixels. Also recorded and withdrawn: a cruder pixel-pair test gave 0.00-0.72 for upscales, 0.98 native and 1.01 for the capture -- apparently decisive. Additive noise raises both terms of that ratio equally and drives any value toward 1; fitting a noise term, both "native + noise" and "bilinear + noise" reproduce the observed numbers. The conclusion is right, that test does not establish it, and it is in REFUTED because the number looks conclusive and is not. Not shown: whether ptbase is also drawn underneath. 8AX is ~86% opaque and carries the same art, so it would hide it either way. |
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aaaa08b164 |
docs: the UI decode's own evidence images were unreachable -- 11 links repaired
The brief's rule is to commit reference data beside the finding so the port can be built without a disc. Nothing had ever checked that the docs' cited artifacts actually exist. doc_link_check.py walks every markdown file under docs/, resolves each relative link, and reports targets that are missing -- and separately targets that resolve to a ZERO-BYTE file, which looks fine in any listing. links resolving 1038 -> 1049 missing targets 16 -> 5 empty targets 0 -> 0 +11 resolving and -11 missing against 11 edits: the counts pair, which is the confirmation the pass did what it claimed and touched nothing else. Two of the sixteen were the evidence for the UI layout decode itself. structures/ui-rat-layout.md is what the port is built on, and its two figures -- backing "the tutorial PAUSE menu rebuilds pixel-accurately from its sprites" and "the same method reproduces the main menu" -- were written as captures/ui-layout/... from a file in structures/, one directory too shallow. The headline evidence for the decode could not be opened from its own document. Eleven links had the wrong relative depth with the target present. Each was rewritten only where exactly one candidate path resolved, so nothing was guessed; the first pass left three alone because equivalent spellings (captures/../captures/x) failed to collapse, and a second pass normalised them. Five remain genuinely absent and are left rather than invented: two point at MEMORY.md outside the repo, one at a header in the separate xenia-canary-native tree, and two name documents that were never written (weapon-datasheet-runtime.md, canary-build-verified-env-confound.md). None is port-relevant. A missing document is a different problem from a bad path and is not something a link fix should paper over. |
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7373035868 |
re: the port was still being told SE audio is undecodable -- it is not
A resolve-check on HANDOFF's own rows. Q8 read "SE audio is undecodable
from the disc -- no XACT container exists anywhere". menu-audio-cues.md
retracted exactly that ("### Retracting 'cannot be extracted'") and
locates three cues in Static.slb that decode to PCM: d-pad move 0x1ec0
(4 packets), (B) back 0x0ec0 (2), (A) confirm 0x5d6c0 (6), all mono
48 kHz. The retraction landed in docs/re/ and the page the port reads
kept the superseded text -- the fourth time in this corpus.
Writing the rule down has not worked, so there is a tool now.
handoff_lint.py flags every HANDOFF line making a strong negative claim
that links a doc containing retraction language. First run: found the Q8
row, plus one benign false positive (Q3 links a doc whose retraction is
about a sprite count, not about the tie-break -- checked, and HANDOFF
repeats none of the retracted figures). The lint also caught its own bug
first: it reported existing docs as missing because it joined a guessed
repo root, so it now resolves links relative to the file as markdown does.
Separately, EXTRAS's paint-order risk narrows twice more. Of its 15 tied
pairs only 2 overlap, and of those, ptloop01 x ptloop02 are loop*
animations compose skips by default -- so exactly ONE tie can be drawn:
ptframe3 x ptframe4, overlapping 102x132 px. Against live-extras.png that
contested region correlates +0.9622, better than the whole frame (+0.9440)
and inside the range of regions where order cannot matter (+0.8502 /
+0.9903). Consistent with our order, not proof: correlation cannot see a
swap between locally similar art.
15 -> 2 -> 1 -> consistent is now the whole paint-order risk on the five
screens, and HANDOFF says so.
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f7f9b555f6 |
re(ui): the paint-order tie-break is undecodable from the bundle
Q3 was delivered as "decoded: a u16 layer key at +0x0A". The audit last
iteration showed the key does not fully order a screen -- elements
sharing a key are tied, and on the title that tie-break decides two total
occlusions. This searches for what breaks the tie, and closes it as a
negative with reach.
The game paints the five tied ptlogo_back2eff glows in the order
eff1, eff2, eff5, eff3, eff4. Three static structures were searched:
1. The declaration table. Entries 14-18 are byte-identical apart from the
pivot, which is only half the sprite's own size.
2. The T8aD headers. All five carry identical +0x04 (0x8832) and
identical +0x08/+0x0A (32899, the key itself), differing only in
position and tile count. Searched exhaustively -- every offset
0x00-0x7f, u8/u16/u32, ascending and descending:
fields sorting to the MEASURED order: 0
fields sorting to the DECLARATION order (control): 64
The control is the point: 64 fields can be found that reproduce a
known ordering, so the scan finds ordering fields when they exist. It
finds none for the order the game uses.
3. The RATC child order -- a genuinely different permutation on other
screens -- gives eff1..eff5 here, declaration order again.
All three static orderings give eff1..eff5; the game gives eff1,2,5,3,4.
That agrees with ui-screen-runtime's conclusion from the other direction:
the game builds a reordered child list at load time and paints that.
Q3 now reads honestly: the layer key is decoded and orders 4 of the 5
measured bundles exactly; the tie-break within a key is undecodable, and
a consumer must use a measured order or accept declaration index as an
arbitrary stand-in. The port's exposure remains 2 overlapping tied pairs
on EXTRAS.
METHOD: an exhaustive field search needs a positive control, or "found
nothing" is worthless.
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ba47bdebe8 |
re(ui): measure the paint-order hedge -- exact on 4 of 5, and bound the rest
`compose` claimed the derived paint order "reproduces both measured orders up to ties". That sentence was never measured and was stale by one: there are three measured orders, not two. examples/paint_order_audit.rs checks it. main menu (entries 5, 8) derived == measured 0 inverted pairs developer splash (11, 14) derived == measured 0 inverted pairs title (entry 4) DIFFERS 8, all same-key ties So the claim holds and the exception is entirely ties -- but two of those ties are total occlusions, not near-misses. The tied family is the five ptlogo_back2eff glows (key 32899); back2eff5 is 1133x280 and FULLY CONTAINS back2eff3 (82,824 px^2 = 100% of the smaller) and back2eff4 (152,047 px^2 = 100%). Derived paints it on top of two glows it entirely covers; the game paints it underneath. A tie-break by declaration index can therefore be wrong by a whole layer. The title itself is unaffected -- it has a measured order. The port's actual exposure, per screen: title, main menu and developer splash all use MEASURED orders; the publisher splash is derived but has ZERO ties, so it is fully determined; EXTRAS is derived with 15 tied pairs of which only 2 OVERLAP. Two element pairs on one screen is the whole risk, and that is what HANDOFF now says -- not the raw 15, which would have overstated it 7x. Reach stated: this compares the derived order against orders measured from the game, not an independent derivation, so where no measured order exists only the tie exposure can be checked. Overlap uses pivot*2 as the element size at its resting placement. Stale comment in compose corrected. METHOD: a hedge in a code comment is an unmeasured claim; and count the cases that can bite, not the ones that match the pattern. |
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ee73de50be |
re(ui): put a number on the render-vs-capture tone difference
Closes an observation I left dangling last iteration ("the capture is ~4x
darker than the render") and puts a figure on the ❔ INDEX's texture row
already carried: exact gamma/sRGB fidelity untested because a hue
comparison cannot see it.
Geometry first: cross-correlating the main-menu capture against our
render over +/-6 px puts the best alignment at exactly dy=0 dx=0,
correlation 0.9466. Only the tone differs.
Two methods failed before one worked, and both failures are recorded.
Three dark patches gave "4x darker" -- the whole-frame best linear scale
is 0.914, so three patches from one region are not a transfer curve. A
pixel-wise fit over 854,685 pixels then produced a NON-MONOTONIC transfer
(render 96-127 mapping brighter than render 128-159) with mean abs error
10-14 for every candidate model. That is edge misalignment, not a tone
curve: at correlation 0.947 a bright pixel routinely lands on a dark one.
Flat patches fix it -- 16x16 blocks with std < 8 in BOTH images, a
threshold chosen from the counts (0/83/404/1055/1788 at std<3/5/8/12/20):
main menu 404 patches gamma 1.491 err 0.28 (best linear 0.276, 0.34)
EXTRAS 382 patches gamma 1.493 err 0.22 (best linear 0.273, 0.28)
title 506 patches gamma 1.338 err 1.08 (best linear 0.842, 9.02)
Reach, stated because it is narrow: those patches span only render values
~0-60, where gamma and a plain scale are nearly indistinguishable -- the
two menus decide nothing (0.28 vs 0.34, 0.22 vs 0.28) and only the title
separates them. Nothing constrains midtones or highlights.
The held-out control FAILED TO DISCRIMINATE and is reported as such: the
splash's 2918 flat patches are pure black (render 0-4), so every model
scores ~0.00. That is a test with no power, not corroboration.
Confound left open: this compares our composite to what canary DISPLAYS,
and canary applies kernel_display_gamma_type = 2 (BT.709). The exponent
may be its output stage. The discriminating run -- set it to 0, recapture,
refit -- needs one emulator session reaching the main menu and was not
done.
Classified measured, not decoded; HANDOFF says plainly that a port
applying it is authoring.
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2b4ec20f00 |
re(ui): a full-screen element is dropped on three port screens -- do not "fix" it
Audited what `screen render` silently omits on the port's five screens,
since an element the game draws but we skip is the one defect class the
port agent has actually hit. Everything is accounted for -- kind & 0x4
ghost instances, .prm primitives, loop* animations -- except pteff04.t32
on the title and pteff05.t32 on both menus. Those are kind 0x0, one
keyframe, rest a=255, pivot (640,360): full-screen and opaque.
Cause: the element declares pteff05.t32, but the T8aD behind its `opt `
link is registered under the name 8AX, so build.sprites.get() misses and
compose hits a silent continue. Bytes at 0x0e2035 of GP_TITLE entry 5:
opt ... 70 74 65 66 66 30 35 2e 74 33 32 00 38 41 58 54 38 61 44
p t e f f 0 5 . t 3 2 \0 8 A X T 8 a D
8AX is 1280x720 and present in all six title-family bundles; it is a
sprite in builds 4/5/6 and never an element.
It does not currently show, and that is the useful half. ptbase.t32 is
640x360 drawn at 200% and carries THE SAME ARTWORK: its 2x upscale
differs from 8AX by mean abs diff 2.05 (max 80), and our rendered
background is pixel-identical to 8AX in every patch sampled. So resolving
the name and drawing it in addition would double-draw an opaque
full-screen layer -- invisible as a doubling, which is worse than a
visible bug. Written into HANDOFF as a do-not-do.
The free win, offered and not taken: use 8AX at 1:1 and drop ptbase
instead of upscaling a half-res copy. That is a rendering choice and
ptbase's element carries the keyframes, so it is the port's call.
Not established: which of the two the game actually draws. Both carry the
same art, so pixels cannot separate them; it needs a per-draw capture
recording texture base addresses, since the two differ in size.
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6d246c7a97 |
re(ui): finish the top-level rotation census; record the JP-capture blocker
Two threads had converged on needing one capture this container cannot take, so this iteration records that and finishes something reachable. BLOCKED, written into MISSION.md rather than worked around: Q1's keyframe time association and the rest() rule for plateau-less elements both now hinge on a running capture of GP_TITLE build 7, the Japanese title. The console language is not settable here -- user_language appears only as DECLARE_int32 at four call sites with no DEFINE anywhere in the tree, and it is absent from the registered cvars in xenia-canary.config.toml. There is no flag to pass, and guessing one is specifically unsafe: run-canary's own header records that xenia calls ShowSimpleMessageBox from ParseLaunchArguments before logging starts, so a bad flag blocks forever with an empty log. Rebuilding canary to add the cvar would be improvising around the blocker; it needs a human decision. Neither question blocks the five menu screens. FINISHED: the disc-wide top-level rotation count, left running four iterations ago as a shell loop over `screen info --geometry` that never completed (it decodes every texture per build). Walking the placement region directly takes seconds. top-level elements with a keyframe group 15 493 carrying a non-zero rotation 2 152 (13.89 %) Both controls pass: GP_TITLE build 4 reports 0 (its rotations are the nested ptloop records) and GP_DIALOG build 0 reports the expected two. The control earned its place -- the first version indexed the pak with a `screen list` BUILD number and got 0 for a screen that has two, because GP_DIALOG build 0 is entry 2. GP_TITLE maps 1:1, which is how the assumption survived. METHOD line added. Two free corroborations of the rotation decode. The rotated population is dominated by tactical-map ship icons -- pbb_destroyer 444, pbr_destroyer 402, pbr_fighter 276 -- i.e. markers rotated to heading, the single largest use of the field on the disc. And GP_TITLE entry 7's Japanese wordmark pieces settle from ALTERNATING tilts: ptlogo3a r = 0, -14, -4, -1, 0, ... ptlogo3b r = 0, +14, +4, +1, 0, ... ptlogo3c r = 0, -14, -4, -1, 0, ... Same magnitudes, opposite signs, all decaying to upright. A misread field does not produce that. |
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b973d8cde3 |
re(ui): scale 0 means collapsed, not "unset" -- stop drawing it full size
blit() and fill_quad() both opened with
let sx_pct = if kf.scale_x == 0 { 100 } else { kf.scale_x };
so an element whose pose is collapsed to nothing rendered at FULL SIZE.
I first described this as "a 1-pixel sliver", reading the .max(1) in the
size arithmetic two lines below -- the guard above it meant .max(1) never
saw a zero. Read the whole function, not the lines you went looking for.
Control run before the change: if 0 meant "unset", something on the disc
would use it throughout. Nothing does.
elements with a keyframe group 15 493
at least one keyframe at scale 0 2 166
EVERY keyframe at scale 0 0
zero is a transient the element grows out of 1 762
ptlogo_eff3.t32 runs 0% -> 200%. An "unset" marker no element ever uses
throughout is not a marker.
Both functions now return without drawing when either scale is 0.
Reach: 24 of 24 renders byte-identical across GP_TITLE (all 16 builds),
GP_PAUSE_MENU and GP_OPTIONS -- additive on every screen the port needs.
195 elements have a guessed rest pose at scale 0 and 126 of those have a
non-zero alpha, so the old code painted them; all 126 are in
GP_READY_ROOM.pak, which S1 already declared a no-go. They are
tactical-map sprites at sx=0/sy=100, mid-horizontal-wipe, that the
coercion drew full-width.
So: a real correctness fix with no visible effect on the menu port.
Suite green, 122 passed / 0 failed across 3 suites at commit time.
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c2c69b02be |
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.
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b947fa8e8e |
re(ui): withdraw the render evidence -- rest()'s dwell fallback is unsound
Last iteration I reported a 13.1% render change in GP_TITLE build 7 as
evidence AGAINST the keyframe-time shift, arguing that language twins
should match in brightness. Withdrawn. Localising the diff to an element
shows it is not about the time association at all.
The element is ptlogo_eff3.t32, a transient bloom:
46: (98,42) 100%,100% a=0
61: (108,72) 0%,0% a=0
103: (108,72) 200%,200% a=255 r=80
-: (108,72) 0%,0% a=0 r=150
No two adjacent poses are equal, so there is no plateau, and rest() falls
through to its longest-dwell fallback. The longest gap is 61->103, during
which the sprite grows from nothing to 200% at full alpha and then
collapses. The rule returns whichever end of that movement the indexing
lands on: the invisible frame as decoded, the 200% peak shifted. An
896x389 sprite at 200% is larger than the screen, which accounts for the
entire 13.1% and the entire 4.9-unit luminance gap. I was comparing a
heuristic against itself.
The defect generalises, and structurally. A dwell gap is time spent
interpolating FROM pose k TO pose k+1; neither pose is held during it
unless the two are equal -- which is a plateau, and the plateau path has
already returned by then. So the fallback is guaranteed to be guessing
every time it is reached, under any reading of the times. Every element
with no two adjacent identical poses has a guessed rest pose, in our
renderer and in anything built from it.
Consequences: the case FOR the shift (26x on the hold:fade-out ratio) is
no longer opposed by render evidence -- 10 of 11 builds byte-identical,
the 11th differing only through this heuristic. It is still not adopted,
now because it flips this element to the visibly wrong answer, so the
shift and a decision about plateau-less elements must land together, and
neither half has a capture to verify against.
Default-mode suite green (122 passed, 0 failed across 3 suites so far).
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f11fde51e5 |
re(ui): rotation is not nested-only, and the pivot-anchored scale is measured
Two corrections and one new confirmation, all from finishing the sweep I left running last iteration. Refuted, by my own sweep, within the hour: "rotation appears to live only in nested .rat leaf records". That held for GP_TITLE, GP_BUNK and GP_CHALLENGE -- the three archives the sweep had reached when I wrote it -- and fails on GP_DIALOG and GP_DEBRIEFING_PILOTLOG, which rotate top-level elements. Scoping the claim made it cheap to withdraw, but the sentence should have waited for the sweep. Those top-level cases are the best evidence on the disc, and they show up in `screen info --geometry` without a hex dump. GP_DIALOG build 0: pceff03/pceff04 ramp r = 90 -> 30 -> 10 -> 3 -> 0 while alpha ramps 0 -> 255 and they slide into place -- a swing-in settling upright. Build 6: pzeff02 ramps 43 -> 61 -> 75 -> 90 while scaling 112% -> 200% and fading to 0 -- a spin-out. Rows committed as reference data. New: the pivot-anchored scale term in blit, kf.x - pivot*(scale-100)/100, was implemented and reasoned about but never measured, because every element previously examined sits at 100% scale where the term is exactly zero. The ptloop pair scale 600% and 800%, where it is worth 450 and 630 px. Formula predicts centre y = 360.0 for both; capture measures 359.1 and 360.0. Top-left anchoring predicts 810 and 990. Horizontally it makes t-from-position agree with t-from-alpha to 0.33 / 0.65 units against ~8 without it. That agreement does NOT prove linear interpolation -- both fields were inverted through the same linear map, so a shared easing curve cancels. It shows position and alpha ride one shared parameter. Recorded as such. The disc-wide sweep is still running; the count is incomplete, the existence is settled. |
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67fa1a1b0b |
re(ui): decode keyframe +12 as screen-plane rotation in degrees
The rotated quads on the title screen come from the keyframe block after all. The earlier negative -- "every GP_TITLE build 4 element has all three angle words at zero" -- read the right bytes over too small a region: it walked the top-level declaration table, and the rotated elements are the nested leaf records ptloop01.rat / ptloop02.rat. Confirmed against the framebuffer rather than against our own renderer. The two records declare +12 = 30 and -45; the GPU capture submits their quads at +30.26 and -45.28 degrees -- magnitude and sign, two different values. Corroborated by shape in GP_BUNK 117ca14f, where +12 ramps 0 -> 360 with position, scale and alpha constant: a spin in place. Identifying which draw it was needed edge lengths, not bounding boxes: 400x1076 and 400x1444 against pteff03/pteff03a 399x180 at the elements' two different declared scales, 600% (1080) and 800% (1440). The same test names three known-positives in the capture (ptlogo1, ptcopyright, ptbtn00), so it passes its own control. Keyframe gains rotation_deg plus unknown_4/unknown_8, carried rather than dropped. NOT rendered -- ui_layout::blit is axis-aligned only, so the reference renderer and the port will both draw these upright until a rotating blit exists. The census tool ships with the trap that broke its first version: nested RATC blobs are not 4-byte aligned, so an aligned scan found 0/3 of its own control blocks and missed 16 341 blocks. Disc-wide +12 is non-zero in 14.50 % of 83 862 blocks. sylpheed-formats tests, SYLPHEED_DISC set: 131 passed, 0 failed across the 6 suites finished at commit time; the run had not yet completed. |
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5d02d5cd60 |
re: additive blending refuted, the swoosh is not displaced, and the
residual is smaller than I said Testing the candidate I raised last iteration rather than carrying it. Blending bit-0x02 sprites additively moves every measure the wrong way -- whole-frame mean diff +0.55 to +1.04, swoosh-band mean +1.83 to +3.98, band edge-correlation 0.6971 down to 0.5578. So the bit is real and independent but does not select an additive blend. I reverted the experiment and kept the word as T8adImage::flags, documented and not acted on; the render is byte-identical to before. Second refutation: the swoosh is not displaced. Shifting the band over plus or minus 80 by 8 pixels peaks sharply at zero, 0.7342, falling to 0.22 at 24 px. So the pivot story is dead twice over -- inert at scale 100, and no displacement to explain anyway. And I have restated the residual, because earlier sections overstated it. The +16 to +34 band tiles I quoted were measured WITHOUT --primitives. With the dim drawn the band's average is nearly right at +1.83; what is wrong is its structure, tiles running -38.6 then +33.8 and cancelling. Six candidates eliminated now and none confirmed. One caveat I owe the port agent about the capture I gave them: it is at t=4.0s, roughly 174 keyframe units into a screen whose elements have keyframes out to t=600. I judged "settled" from mean luminance, which cannot see a thin sprite still moving. It is settled for the bulk of the screen and not proven settled for every element -- which is a live alternative explanation for a structural difference in exactly the band the sweeps cross. METHOD: cargo build passing does not mean cargo test compiles. Adding the field built the library in 1.48s and broke two test-only struct literals; cargo test failed with exit 101. |
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e0d02dce71 |
re: a candidate blend flag -- T8aD header +0x04, bit 0x02
Continuing the swoosh. Last iteration ended with "the next step is finding where a blend mode would be encoded, and I do not know the format carries one". It does carry a candidate. The kind field is not it -- the swoosh sprites are kind 0x0, the same as ordinary ones. But the T8aD header word at +0x04 splits the title's sprites exactly along effect versus normal: pteff01, pteff03a, ptlogo_back2eff1..5 and both ptlogoall_eff are 0x8832, while ptlogo1, ptlogo2, ptlogo_tm, ptbase2, ptlogo_back2 and ptcopyright are 0x8830. One bit, 0x02. Disc-wide it behaves like a real flag rather than an artefact: 19216 sprites, 18 distinct values, bit 0x02 set in 27.1 percent, and it toggles against otherwise identical words -- 0x8830 against 0x8832, 0x0830 against 0x0832, 0x0810 against 0x0812, 0x0030 against 0x0032. Marked as correlation and not decode, because nothing here shows the bit MEANS additive. The one thing that makes it more than a guess is ptlogo_back2eff, which carries 0x8830 despite having eff in its name -- so the split is the field's and not my pattern-matching on names. The test is to blend bit-0x02 sprites additively and re-correlate the title against the plate-free capture. METHOD gets the trap that cost the first attempt: searching for a sprite's name and taking the next T8aD returns the SAME header for every sprite, because the names all live together in the declaration table. It failed its own control at once -- different sprites reporting identical dimensions -- and the fix was to match on width and height instead of on proximity. |
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5414db34bf |
re: the rest() fix gets its disc-wide check, and one question back to the
port agent Closing the two things I flagged as unconfirmed when I committed the fix. The unit gate is green: cargo test -p sylpheed-formats with SYLPHEED_DISC set gives 131 passed, 0 failed across six binaries including the disc-gated ones. The earlier background run that produced an empty log had died with SIGTERM, which is why it looked like nothing happened. And the disc-wide check the classification requires. Reimplementing both rules over every RATC bundle on the disc -- 2859 bundles, 13991 elements with at least two keyframes -- the fix moves rest for 30 elements, which is 0.21 percent. Four go invisible to visible. Zero go visible to invisible, which is the safety property I wanted and did not have when I committed. The four are ptframe1 and ptframe2 in GP_TITLE entries 5 and 8, the same pair once per language. That surfaces a discrepancy worth handing back rather than smoothing over. On the English main menu exactly TWO elements satisfy the port agent's pose-equality condition, not six, so their six must span the whole twelve-screen export. That fits their own observation that the timeline and rest differ in exactly one region, the bounding box of ptframe1 and ptframe2 and nothing else. But if any of their other four have a TRANSPARENT trailing run, my alpha rule leaves them alone deliberately -- that exclusion is what protects PAUSE -- so I have asked which screens they are on and whether a capture shows any of them drawn. If one is, the alpha rule is incomplete and needs a third discriminator. |
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4bc970688f |
re: rest() fixed -- a trailing keyframe run is the hold when it is
VISIBLE, not when its pose repeats The port agent's report was right about the defect and about which elements it hits, and its proposed condition does not survive the case the exclusion was written for. Their test -- the final untimed keyframe has the same pose as the last timed one -- is also true of pgptitle.rat, whose trailing run is two identical transparent frames. Adopting it would erase the word PAUSE again, which a committed capture disproves. What separates the two is alpha: an exit fades the element out so its last keyframe is transparent, while an element with no exit ends on the pose you can see. So rest_plateau now accepts a trailing run exactly when it is visible. Verified against a capture rather than against another renderer, which is the point their own report made: ptframe1's rest moves from (620,108) t=16 to (440,108) t=62; the changed pixels are 10082 in a bounding box of x 440-839, y 108-577, which is exactly the 400x470 at (440,108) they predicted; and correlation against main-menu-oracle.png over that region improves from 0.9596 to 0.9748. The PAUSE wordmark is unchanged across all three pause builds. This also closes a question ui-paint-order-key.md has carried for a while, that ptframe1 and ptframe2 rest at alpha 0 while the capture shows the menu frame plainly. One trap cost most of this iteration and goes in METHOD: CARGO_TARGET_DIR is redirected in this container, so ./target/debug/sylpheed-cli is hours stale and every render I made against it was old code. Byte-identical before and after reads as "no effect" when it actually means "you ran the old binary". The full disc-gated test suite was still executing when this was committed; the verification above is artifact-based. |
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ed4e5c7b37 |
re: build 4 captured without the plate, and keyframe groups hold rather
than loop The port agent ranked a plate-free capture of build 4 above any further static RE, so that came first. B from the main menu returns to the title and the plate fades in a beat later, which opens a clean window. Recorded at 20 fps from the press: the art appears at 1.10 s, builds in to 3.70 s, sits settled and unobstructed until 5.00 s, and the plate arrives at 5.10 s -- the band jumps from 282 to 3755 bright pixels. Committed the frame at 4.0 s as the reference for the cyan glow slab they report drawing and the game not having. Their other sub-question -- whether a keyframe group loops or holds -- falls out of the decoded sweeps plus a measurement I already had, and the two agree. ptloop01's final keyframe parks pteff03.t32 at x=1521 and ptloop02's parks pteff03a.t32 at x=-839, both off-screen on a 1280-wide design; and over 18 s of settled title the centre tiles sit at sd <= 0.01 when a looping group would recross the screen every 7.5 s. So groups HOLD at the last keyframe. The loop*.rat name is misleading. Also recorded, in the corpus rather than only in their report: the rest_plateau bug, with their exact identifying condition -- the final untimed keyframe has the same pose as the last timed one -- the six elements it misses on main_menu, and the bracket it drops. That closes an open question ui-paint-order-key.md has carried for a while about ptframe1 and ptframe2 resting at alpha 0 while the capture shows the frame plainly. Same two elements, same cause. Not fixed yet; the change is in ui_layout's rest(). And a METHOD line I would not have written myself: two renderers agreeing is not evidence the field is right. Their composite and screen render matched to 3/255 on main_menu and both omitted two elements the game draws, because both read one field through one decoder. |
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1b95001feb |
re: the last keyframe time is the chunk terminator -- observed, not
assumed Continuing the pulse's cycle length, which I had called a structural limit of the format. It is, and now I can show it rather than assert it. Dumping past what I thought was the final keyframe found an EIGHTH block: fade 0x00ffffff at the same position, so the glow returns to fully transparent and the pulse is a closed cycle rather than a one-shot ramp. That is worth having on its own -- the port knows the animation ends where it starts. And the eighth block's time slot contains the four bytes "end ", the record's ASCII terminator. So the corpus's rule that a group's last block has no time of its own holds here in a second form: not the next group's element index, but the chunk terminator. The value does not exist. That goes into ui-rat-layout.md, because it generalises beyond this record. The measured 2.3 s would need a final step of about 33 units. I have written that number down explicitly labelled as fitted to the measurement rather than read from the file, so nobody later re-derives it as a decode. One thing I had half-assumed and can now rule out: the word at +0x004 is not a keyframe count. It reads 60 here with 8 keyframes and 30 in the loop records with 3. Unknown, and marked so. |
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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. |
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86e52b01d0 |
re: the menu's music is BGM_103 -- found by accident while chasing Q6,
confirmed three ways Chasing where the event code comes from, sub_821C5580 turned out to do two things worth having. For Q6 it arms the outer gate: li r11,3 ; stw r11,16(r28) is exactly the value sub_821C7850 tests before dispatching, which answers the "what does this+16 == 3 gate on" question I left open last iteration. It then passes r5 = [r27+4], an event read out of a structure, so the vocabulary is still not enumerable. Of the four callers of sub_821C7850, three pass constants -- 0, 0 and 5 -- and this one does not. The accident is a few instructions earlier: li r5, 1103 into a sound-play call. 1103 is a BGM cue id, BGM_103. That closes a residual I had written off as undecodable: which bank the menu plays. The cue table genuinely cannot say, since its BGM entries are numeric -- but the code can, and it checks out three independent ways. The census says BGM_103.slb is two waves of 3876864 and 3930112 bytes; the XMA probe at the main menu saw two stereo streams of 3876864 and 3930112 bytes. Byte for byte on both. That also corrects me. bgm-two-stems.md said those observed sizes matched no bank's declared waves and inferred the decoder gets a window rather than a whole wave. Wrong on both counts -- I had checked only the BGM_0xx rows of the census because that was the block on screen. METHOD gets it: check a measurement against the whole reference set, not the part you happened to be reading. |
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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. |
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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. |
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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. |
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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. |
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306a8a5661 |
viewer: open the whole sound bank, not just the voice half
The library enumerator kept only names containing VOICE or \Briefing\, and read eng\sounds.tbl unconditionally. So the Explorer could reach 4382 of the 9519 banks in sound.pak: no music, no jingles, no sound effects, and no Japanese voice at all -- roughly half the disc's audio had no route to the UI. `slb::list_audio_entries` now returns every named bank with the category its path implies (Music / Jingles / Sound effects / Radio / Dialogue / Movie voice / Briefing). `list_voice_clips` is that, restricted to the spoken categories, so its existing test still guards the old behaviour. The 36 root banks carry no language component and appear whichever table is read; the window gets an English/Japanese switch that re-reads the other sounds.tbl, since the table name IS the selector. Two defects the decode found, both recorded in docs/re/structures/sound-pak-contents.md: * `Static.slb` -- the SFX bank -- declares 616768 bytes more than sound.p04 holds. Not our extraction: p04 matches the ISO's own directory record, and a sweep of every pak on the disc finds this one entry over-running and no other. It is the highest-offset entry, so its comp_size is an allocation size. A short read is now allowed for the tail entry ONLY; any other overrun stays an error, because clamping it would hide real damage behind a half-decoded asset. The bank went from unreadable to 514 s of audio. * the left-channel downmix was applied to everything. Right for voice (mono content however stored), wrong for music (a real stereo mix, half of it discarded). The caller now decides from the category. 35 of the 36 shared banks decode; JNGL_001 does not, and says so in the player instead of the panel silently closing. Its payload is not a whole number of XMA1 packets from any known data offset, so it is likely not a plain headerless stream -- written up rather than papered over. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> |
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03ece95c06 |
Merge branch 'auto/idxd-unnamed-keys'
# Conflicts: # docs/re/INDEX.md |
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8124b85fc7 |
Merge branch 'auto/regn-reader'
# Conflicts: # docs/re/BACKLOG.md # docs/re/INDEX.md # docs/re/structures/regn-map-grid.md # tools/re-capture/regn_decode.py |
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245b73243b |
Merge branch 'auto/isl-builtins-26-28-29'
# Conflicts: # docs/re/INDEX.md # tools/re-capture/isl.py |
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0ace5db7c7 |
re: the 95 BASE_INFO screens partitioned - BASE_INFO discriminates screen-config from table-read
Item (a): mine the screen population found last iteration. Resolving every one's key list via the string-xref join over its own body gives 298 distinct keys and a three-way split: 95 = 9 corpus-known + 48 new with a readable key list + 38 bare, where "bare" means BASE_INFO and nothing else. The bare 38 are the honest limit of the instrument - a screen whose only catalogued string is BASE_INFO cannot be named this way. The control turned the finding into a law. Only 9 of the 19 loaders the corpus documents appear among the 95, and which nine is not arbitrary. The nine that reference BASE_INFO all read a SCREEN's own configuration: debriefing, career, save, medals, evaluation list, gamma, POINT_RANKING, CLEAR_TIME_RANKING, hangar. The ten that do not all read a DATA TABLE: unit definitions, weapon datasheet, AIParams, stage settings, chatter, PlayerParams, ControlTweak, the PG* HUD roster, material slots, and the leaderboard. 9/9 and 10/10, both off-diagonals empty. The leaderboard falling on the table side is a check rather than an exception - its own doc records that all 18 of its names are tables.pak names, so it is a table reader that happens to paint a screen. That exclusion is what last commit's "universal screen marker" claim was missing. 48 new screens are named by their most distinctive keys, including the title screen (sub_821C4EB0: TITLE_SCREEN/TITLE_MENU/LOADING), the ready room (sub_821D6D28: SCRIPT_ID/SCRIPT_PATH, confirmed independently by its own error string silph::GamePart_ReadyRoom::Impl::PrepareScript), movie subtitles, the three menu modes STANDARD/EXTRA/TUTORIAL, the speaker window, loadout and gallery views, mission select, and an equip screen carrying the game's own typo EQUIIP_LIMITATION. One caution worth recording: a high key count is not a rich screen. The two 27-key entries sub_82297550 and sub_822A2F00 resolve to pure coordinate pairs (1080,163 / 734,502 / 1164,403) - a layout table, not configuration. Read the values before trusting the rank. Still open: the 38 bare screens, and whether the EX_ in EX_MENU_DISABLE_SKIP and EX_LETTERS is the same EXTRA mode word as +184. All seventeen artefacts byte-identical. |
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80406ce3e4 |
re: the RTTI route is dead - BASE_INFO enumerates 95 screens instead
Item (a): can the vtable scan name the corpus's anonymous classes? The route I proposed last turn - "the RTTI behind those two anon classes" - does not exist. Of all 1150 catalogued vtables, 1150 carry an ANON_ class name, 0 have rtti_present set, and 0 have a non-empty base_classes_json. Not one named class, not one RTTI flag, not one base-class edge in the whole table. Withdrawn as unrunnable; the ANON_Class_XXXXXXXX labels are synthesised, not recovered. The sibling methods cannot name a class either: slots 0, 2, 3 and 4 of both EX_ classes reference zero strings. Every naming datum sits in slot 1, the method the corpus already had. Re-verified at the true addresses (0x820A9760 and 0x820A9350) that sub_822814D8 and sub_8227A3A0 are each slot 1 uniquely, and sub_82286BC8 is in no vtable. What the shape DID give: both classes are 5-slot with an exactly-88-byte slot 0. 83 vtables have 5 slots, 16 also have the 88-byte slot 0, 13 of those have a catalogued slot 1, and 10 build a key list. Ranked by key count the two known screens sit at the top and the rest name themselves - a medals screen (MEDALS/ACHIEVED_MEDALS/NEW_MEDAL), an evaluation list (EVALUATION_LIST plus eval_%02d_eval / eval_%02d_points), the gamma screen (GAMMA_RGB/GAMMA_WB), POINT_RANKING, CLEAR_TIME_RANKING, and three bare ones. POINT_RANKING and CLEAR_TIME_RANKING being two separate screens is a direct lead for the open item "which challenge stage is which leaderboard mode": the leaderboard is ranked two ways and each way has its own class. But the obvious follow-on claim - that BASE_INFO marks this family - is false, and the control says so. BASE_INFO is a single string at 0x820A20EC referenced by 95 functions: 10 inside the family, 85 outside, including sub_82286BC8 (the save screen, in no vtable at all) and sub_822AE628 (the hangar loader). So the direction inverts: BASE_INFO is the universal first key of every screen key list, a 95-function population, while the 5-slot/88-byte shape is only a weak filter that catches 10 of them plus 6 non-screens. Enumerate screens by BASE_INFO, not by vtable shape. All seventeen artefacts byte-identical. |
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141a65cb4a |
re: the ind_call damage is bounded - no corpus claim was contaminated
The protective sweep after last commit's refutation. The question was which existing claims the ind_call cross product voids. Answer: none of the ones the corpus makes. Every caller-count claim in the corpus verifies against call edges, with zero ind_call contamination: title-crash-stl-tree sub_82457780 "one caller" call=1 ind_call=0 isl-trigger-queue sub_8226EAB8 "16 callers" call=16 ind_call=0 isl-coroutine-spawner sub_822737C8 "seven callers" call=7 ind_call=0 challenge-mission-gate 0x82175110 "22 callers" call=22 ind_call=0 4 of 4 exact, and not one of the four carries a single ind_call edge. There is a structural reason for that rather than luck. Partitioning the two target populations: 1710 targets have ind_call edges, 12170 have call edges, 103 have BOTH, 1607 are ind_call-only, 12067 are call-only. And all 1710 ind_call targets are vtable entries - 1710 of 1710, zero partials - against a control where only 273 of the 12170 call targets are. So ind_call fires only on virtual methods, and 1607 of them have no direct caller at all, which is exactly why the two EX_ screens came back empty on call and flooded on ind_call. The residual risk is narrow and nameable: the 103 targets carrying both kinds, where a caller count taken without a kind filter would be inflated by about 633. Everywhere else the two populations are disjoint, so a call-based count is safe and an ind_call-based one is meaningless. Rule for future work: always filter kind='call'; and when a function has no call edges, that is a fact about it - it is a virtual method - not a gap to be filled from ind_call. All seventeen artefacts byte-identical. |
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749567e835 |
re: the +184 writer is blocked - and xrefs.ind_call is a CROSS PRODUCT, not a call graph
Chasing what supplies the EX_ mode word. Two routes, both measured to have no power, plus one structural fact that did come out. The offset route is dead. stw ..., 184(rN) occurs 301 times in the image, lwz from +184 occurs 351 times, and 115 functions touch both +144 and +184. +184 is an ordinary small offset shared by many unrelated classes - the same shape the corpus already recorded as failing three times. Nothing narrows to a writer. The bigger result is an instrument refutation with corpus-wide reach. Asking xrefs for the callers of the two screens returns 633 sources for EACH, and the two lists are IDENTICAL, which cannot be right. Measuring the relation itself: ind_call rows 1827297 distinct targets 1710 distinct sources 6992 targets with EXACTLY 633 sources 236 236 different functions sharing an identical source count is the signature of an unresolved-indirect-call cross product, not of a call graph. Any reading that treats an ind_call edge as "X calls Y" is void, here and anywhere else in the corpus it may have been used. The control shows the other kinds are sound: sub_82286BC8 has exactly one caller, kind call. And both EX_ screens have ZERO non-ind_call edges - they are reached only through function pointers, which is why the direct graph is empty for them. What did come out: scanning the entries of all 1150 catalogued vtables in the flat .pe, both EX_ screens are slot 1 of their own class - sub_822814D8 in ANON_Class_271D5F25 and sub_8227A3A0 in ANON_Class_CAA8AD62 - while sub_82286BC8 is in no catalogued vtable at all. So the 2/0/0/1 partition from the previous commit reflects a structural difference rather than a coincidence: the two screens that select on the mode word are vtable methods of their own classes and the one that does not select is not a vtable method. Still not settled: what writes +184. Both the offset sweep and the call graph are exhausted for it. A route with actual power would be the RTTI behind those two anonymous classes, or a runtime watch on the field - not another static offset search. All seventeen artefacts byte-identical. |
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35a35f753f |
re: the EX_ selection is shown - a mode word at +184 tested against 3
result-screens.md left this explicitly open: "the selection has not been shown".
It is shown now. Both screens that reference EX_ names carry the same
five-instruction idiom immediately before the choice - sub_822814D8 at 0x822815b4
and sub_8227A3A0 at 0x8227a408:
lwz r11, 4(rX) the owning object
lwz r11, 184(r11) a mode word at +184
addi r11, r11, -3
cntlzw r11, r11
rlwinm r11, r11, 27, 31, 31 r11 = 1 iff [+184] == 3
cmpli cr6, 0, r11, 0x0
bc 12, 4*cr6+eq, <plain> not 3 -> STAGE_RESULT / OVERVIEW
else -> EX_STAGE_RESULT / EX_OVERVIEW
cntlzw of zero is 32, and rotating left 27 lifts bit 5 into bit 31, so the
sequence is a branchless equals-3 test. The equal-to-zero branch takes the plain
name, so EX_ is chosen exactly when the word is 3.
A partition over the three key-list loaders the corpus already names:
loads +184 does not
references EX_ names 2 0
does not 0 1
sub_822814D8 and sub_8227A3A0 both load it; sub_82286BC8, which references no EX_
name, has no +184 access at all. Both off-diagonal cells are empty.
3 is the game's own EXTRA. challenge-mission-gate already established the
vocabulary for this constant at a three-way switch: == 3 is EXTRA, == 5 or 6 is
CHALLENGE, otherwise FILE. So the prefix reads literally - EX_ is the EXTRA
variant.
That REFINES the doc's tentative reading rather than confirming it. The section
proposed "EX_ = the challenge-mission debriefing" by analogy with _EXn on asset
names; the measured constant is EXTRA, which in the game's own three-way
vocabulary is a DIFFERENT kind from CHALLENGE (5/6).
Boundary of what was measured: the EXTRA = 3 constant is established at +144 of
the stage-loader class, while the word tested here is at +184 of [object + 4].
Same constant and the same EX/EXTRA naming, but two different offsets in what may
be two different objects - that the two fields are the same field is NOT shown,
only that both compare a mode word against 3.
All seventeen artefacts byte-identical.
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