Follow-up decoding on the layout record:
- 0x50/0x54 is the sprite PIVOT: exactly half the texture size on 4 of 5 plain
sprites. It is a rotation/scale centre, not a draw offset — X/Y remains the
top-left, which is what actually reproduces the screenshot.
- The records are byte-identical across the English and Japanese bundles: layout
is authored once and only the sprites are swapped. That explains pgpbtn01's
pivot implying a 226px texture that neither shipped language has.
- loop1.rat is NOT the screen composition — it is a looping sprite animation
(3-name table + ~30 keyframes at one position). The eff*/deli*/msg draw list is
therefore still unfound, and that gap is now stated plainly.
- The 380-byte top-level entries are PRMD primitives: a colour plus four explicit
corner coordinates for a full-screen quad — the pause dim overlay. The format
is tag-driven ('opt ', 'PRMD', 'end '), not a fixed struct.
Also demotes one piece of evidence. The screenshot is of the TUTORIAL pause menu,
so only pgp_ttrl_* can be checked against it; the in-mission records mapping onto
the same screenshot under a constant offset works only because both builds share
the 70px pitch and proves nothing. In-mission coordinates are now marked
unverified.
Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
Each UI sprite <name>.t32 ships with a <name>.rat companion, and that companion
is the layout record: big-endian u32, a 1280x720 design space at 0x18, and a
placement block of scaleX/scaleY/tint/X/Y. Animated elements repeat the block
with a trailing time field (keyframes); an 'opt ' tag carries a length-prefixed
link to the focused-state record.
Verified in that order, records first: across the four pause buttons exactly one
field varies, stepping 268/338/408/478 at a constant 70px pitch with X fixed at
226; the three items visible in a screenshot of the running game measure
346.0/415.5/485.5, mapping onto those numbers under one constant offset to
within 0.5px. The tutorial build's records are outright framebuffer coordinates,
and compositing its sprites there reproduces the screenshot pixel-accurately.
Also records two mistakes the A/B caught, since a static-only reading would have
shipped both: texture width does not identify a language (Japanese fits English
widths), and the in-mission and tutorial pause menus are separate sprite sets
rather than one set re-packed into slots.
Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>