Commit Graph

52 Commits

Author SHA1 Message Date
Sylpheed RE agent
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.
2026-08-29 02:34:16 +00:00
Sylpheed RE agent
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.
2026-08-29 02:31:37 +00:00
Sylpheed RE agent
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.
2026-08-29 02:26:19 +00:00
Sylpheed RE agent
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.
2026-08-29 02:22:01 +00:00
Sylpheed RE agent
c3cf3c2e81 re: a title negative that survives its own cross-check
Three earlier "the title never appears" claims came from instruments
later found broken -- a stale pixel oracle, a 41 s sampling interval, a
freezing stream. This one carries its own evidence.

title_probe_xchecked.py restarts its capture stream every 30 s AND prints
its reading beside an independent `import` grab every 60 s:

  1851 frames in 560.2 s = 3.30 fps
  cross-checks 9, disagreements 1
  max glyph 0

  t= 62s stream   6.05 | import   0.07  disagree (a fade, logos mid-transition)
  t=123s stream   7.40 | import   7.49  agree
  t=183s stream   8.18 | import   8.29  agree
  t=243s stream   0.23 | import   0.10  agree
  t=311s stream  89.68 | import  89.51  agree
  t=371s stream  80.97 | import  81.58  agree
  t=426s stream 117.43 | import 117.72  agree
  t=487s stream  77.71 | import  76.25  agree
  t=546s stream  70.43 | import  70.55  agree

Eight of nine agree within 2%, fps held at 3.30 with no collapse to 1.60,
and the surface moved through dark and bright phases. So the frames were
live: over 560 continuous seconds from launch, sampled 3.3 times a
second, the interactive title's green (A) plate never appears while the
game renders throughout. The final frame correlates 0.0145 / -0.0047 /
0.0102 with our title / main menu / EXTRAS renders -- attract-movie
content, not a UI screen.

Why remains unknown. live-title-press-a.png with its 753 glyph pixels
proves the title was reachable from this container on 2026-08-28, and
clearing the shader cache fixed the black surface but not this.

The two emulator-side questions (gamma control, 8AX vs ptbase) are
therefore blocked on a characterised failure rather than a suspicion.
Neither blocks the five menu screens, so I am returning to static work;
the probe is committed for whoever picks it up.

METHOD: a probe that cross-checks itself turns "no result" into a result.
2026-08-29 02:14:21 +00:00
Sylpheed RE agent
46006406a4 re: the fast probe stalls -- its own dense negatives are withdrawn
Cross-checked the instrument built last iteration against an independent
grabber while both watched the same screen, and it fails.

A single long-lived ffmpeg x11grab stream degrades and then freezes:

  862 frames in 540.1 s = 1.60 fps        (it starts at 3.98)
  t=450/480/510/540 s: surface mean 5.21, identical every time

At that same moment `import` read surface mean 125.65, and a freshly
started ffmpeg stream read 122.43 -- agreeing with import to 3%. So the
acquisition was broken, not the analysis: the stream replayed a stale
frame while the screen was 24x brighter.

That withdraws last iteration's headline. "2391 frames over 600 s from
t=0, max glyph 0" cannot distinguish "the title never appeared" from "the
stream froze early and repeated one frame 2391 times". Its 3.98 fps was
measured over the first 20 s, before the degradation. Sample count is not
coverage unless the samples are known independent.

Fixed: the stream is now torn down and restarted every 30 s. Startup is
~0.3 s, cheap against the title's window, and it guarantees live frames.

Separately, the cache hypothesis was tested and is SUPPORTED. cache,
cache0, cache1, cache_host moved aside (to /tmp/xenia-cache-aside, not
deleted) and the surface renders again: import reads mean 54.8 and 68.6
with 100% non-black warm content, against 0.07 and 0.08% non-black in the
black run; 773 of 862 probe frames had >2% non-black. One run each side
and many kill -9s before the black one, so it is supported, not proven --
the old caches are kept for reproduction.

Still no title, but that number now comes from a stalling probe and
establishes nothing either way.

METHOD: validating a probe on static images tests its analysis, not its
acquisition -- cross-check against an independent grabber during a run.
2026-08-29 02:01:47 +00:00
Sylpheed RE agent
a3946e5005 re: the game surface is rendering BLACK -- check that before explaining absences
The named experiment was to attach the fast probe at t=0 so the boot
title could not be missed. Done, default config, English:

  2391 frames in 600.4 s = 3.98 fps; max glyph 0; hits 0

Ten minutes sampled four times a second FROM LAUNCH, no green-(A) glyph.
So "the plate only shows in an early boot window I keep missing" is mine
and refuted -- the third explanation refuted in three iterations.

Then the check that should have come first. Splitting the raw root grab
into bands:

  y   0- 44 (GTK menu bar)   100.00% non-black   mean 210.50
  y  45-719 (game surface)     0.08% non-black   mean   0.07

The game is rendering black, reproducibly across back-to-back samples,
while the guest is alive and polling input (XamInputGetKeystrokeEx past
1201 calls) and MEM-WATCH keeps reporting. The crop and every pixel
oracle were correct; there was nothing on the surface to detect.

What this does NOT do is retroactively explain the earlier failures, and
claiming so would be the fourth over-reach in a row. Those runs had
content: run 2 sampled mean 33.1, run 3's classifier measured real
frame-to-frame rmse, the gamma_type=0 run measured mean 122.8. The
failure mode CHANGED over the session; black is the newest and worst.

Hypothesis for the regression, untested: canary's shader/pipeline cache
is 47 MB and was last written 23:49 on Aug 28, during the failed runs,
and this session has kill -9'd the emulator repeatedly. The test is to
move cache* aside and boot again -- one line and one run, not done.

Two METHOD lines: ask whether the screen is drawing anything before
explaining why a feature of it is missing; and a newly found fault does
not retroactively explain older failures.
2026-08-29 01:49:42 +00:00
Sylpheed RE agent
e9924ff9e8 re: build the fast probe -- and it refutes the diagnosis that motivated it
Last iteration I blamed four failed runs on the probe sampling every
~41 s, slower than the title screen lasts, and withdrew three earlier
conclusions on that basis. Building the fix tested the claim and killed
it.

The speedup is real and control-verified. One long-lived ffmpeg x11grab
stream, raw RGB, glyph counted in numpy -- no per-sample process startup,
no PNG encode, no convert -crop:

  wrapper `screenshot`            3.98 s per sample (emulator running)
  import -window root -> PPM      1.20 s
  long-lived x11grab stream       0.29 s          13.7x

The counter is byte-identical to is_title.py: 753 on the committed title
capture, 327 on the main menu.

Pointed at a running game it says the opposite of what I expected:

  332 frames in  85.3 s = 3.89 fps; max glyph 0
  1674 frames in 420.0 s = 3.99 fps; max glyph 0

1674 consecutive samples over seven unbroken minutes, four per second,
zero green-(A) pixels. Sampling rate was a real defect that happened not
to be the cause.

So "neither locale reaches the interactive title without a pad press" --
withdrawn last iteration for want of evidence -- is reinstated, now as a
dense measurement, with its reach stated: a MID-RUN window only, silent
about the boot title.

Leading hypothesis, unconfirmed: the PRESS (A) plate appears only in the
boot title window and the attract loop's title carries none, which is
exactly what title_states_capture.sh was written to test. The experiment
is to start the fast probe from t=0 rather than attach to a run already
in progress.

METHOD: fixing the instrument is how you test the explanation that blamed
it -- a plausible mechanism is a hypothesis, and the fix is its
experiment, not its proof.
2026-08-29 01:34:40 +00:00
Sylpheed RE agent
cc4e5e04a7 re: the boot harness was blinking slower than the title -- diagnosed
Four consecutive runs failed to reach the interactive title, across two
locales, two launch paths and two display-gamma settings. I attributed it
in turn to a stale oracle, to the locale, and to the attract loop. It was
none of those.

  one `screenshot` call, emulator running:  10.8 s
  one `screenshot` call, emulator killed:    0.117 s

92x, measured at a 1-minute load average of 1.80 -- so it is contention
with the emulator through the X server, not background load.
skip_intro.sh takes two grabs per iteration plus a numpy import, giving a
median sampling interval of 41 s in the last run (38/82/41/20/30/30/35/
47/46/45/44/43/21/19). The title lasts "a few seconds" before the attract
loop reclaims it -- wait_title.sh's own header says so. The harness was
sampling slower than the event it was waiting for. That also explains why
runs at 16:43-18:05 the same day succeeded.

Withdrawn as CAUSES, though the observations stand: "the JP run never
reaches the interactive title", "neither locale reaches it without a pad
press", and "the game sat in the attract loop for 604 s". The English
control did control for locale -- it just shared the same defect.

Also recorded: I set kernel_display_gamma_type = 0 for the gamma control
run, which brightens the frame (mid-attract mean 122.8 vs 52.5/82.8 at
type 2) -- and skip_intro classifies movie-vs-static on an ABSOLUTE rmse
threshold, so the gamma change biased the very classifier the run
depended on. Changing a display setting and a capture behaviour in one
run confounds both. Config restored to type 2.

The fix is not applied: make the probe cheap enough to outpace the title
window (small region, no convert round trip, one long-lived process).
Every remaining emulator-side question is waiting on that.
2026-08-29 01:18:05 +00:00
Sylpheed RE agent
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.
2026-08-29 01:05:25 +00:00
Sylpheed RE agent
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.
2026-08-29 01:00:36 +00:00
Sylpheed RE agent
7d07eb945f re: the title capture is not reachable here either; stopping this line
Run 3 used the proven path rather than my own probe: launched exactly as
boot_menu.sh does (DISPLAY=:98, --apu=sdl, /dev/shm/xenia_* cleared, the
existing profile signed in) and drove skip_intro.sh, the detector that is
documented to work and that is stricter than mine (glyph >= 800 AND a
static frame).

It classified every one of 20 samples over 604 s as "movie", waited them
all out, and timed out. A direct check at 604 s says it was right: zero
green-glyph pixels, screen_id = other, warm mean (69,53,40), correlation
0.09 with build 7. The game really was playing attract movies for ten
minutes.

Three runs, two locales, two launch paths, ~35 minutes of emulator time,
no interactive title. Either the attract loop is far longer than the
600-780 s windows tried, or something regressed since
live-title-press-a.png was captured -- that one came from a pad-driven
boot (88b3ce9, "booting to the main menu and walking it").

Also settled a discrepancy I had flagged without checking: there is no
contradiction with title_states_capture.sh. It waits on screen_id.py, a
LOOSER oracle than is_title.py, and was written precisely to test whether
the interactive title draws ptbtn00 and the attract one does not. It
never claimed to reach the interactive title.

Stopping this line. The capture blocks none of the five menu screens and
has now cost five iterations. The locale mechanism, the fixed oracle and
the launch recipe are all committed, so what remains is patience with the
attract loop, not tooling. METHOD line on knowing when to stop paying for
a non-blocking answer.

Emulator stopped, lock cleared, locale English.
2026-08-29 00:49:49 +00:00
Sylpheed RE agent
8783adda14 re: the English control removes the locale from the title-capture problem
Two iterations framed the JP title capture as possibly locale-specific.
It is not. Same flags, same oracle, English locale: 75 samples over 734 s,
every one glyph = 0. The English boot does not present the interactive
title either. Canary was alive throughout, polling
XamInputGetKeystrokeEx (1801 calls); the frame at 734 s has content but
correlates 0.15 with build 4's render and 0.05 with the main menu -- an
attract-movie frame, not title art.

So neither locale reaches the interactive title in ~12 minutes without a
pad press. What is actually untested is the pad: pad.py and
nav_to_flight.sh exist, and title_states_capture.sh reaches title states
with a flag set this probe did not replicate (--log_ui_draws
--ui_draw_capture_frames, plus xdotool window focus). It is a capture
problem, not a locale one. MISSION.md updated.

Also resolved a caveat I had given the port agent without checking it:
"rotation is decoded but not rendered" does NOT affect their five screens
at rest. Title, main menu, EXTRAS and both splash halves have ZERO
top-level elements with a non-zero rotation. The only rotations on any of
them are the title's two nested ptloop records (r = 30 and -45), and at
rest those sit at x = 1521 and x = -839 -- a 399-wide sprite entirely off
both edges of a 1280 screen. The caveat now applies only to animating the
title build-in, where the sweeps cross the screen rotated.

Two METHOD lines: run the control before theorising about the difference,
and log every sample so a failure is a measurement rather than a silence.

Emulator stopped, lock cleared, locale English.
2026-08-29 00:35:49 +00:00
Sylpheed RE agent
f10edf1e79 re: fix wait_title.sh's stale oracle; the JP title still is not reached
Last iteration's "never reached the title in 787 s" was a broken tool
reporting on the world. wait_title.sh was still sampling the single pixel
(625,618) that is_title.py had already been written to replace -- its
docstring says why: a 1280x720 coordinate sampled against the 1279x675
game surface, so it always reads the copyright line. The replacement sat
in the same directory. wait_title.sh now delegates to it.

is_title.py passes its own controls before being trusted here: 753
green-glyph pixels on the committed English title capture, 327 on the
main menu, threshold 400.

Re-ran with the working oracle and the profile flag the English captures
use. The game STILL did not present the interactive title -- but that is
now a measurement rather than an artefact: not one frame showed a single
green-(A) glyph pixel, and content correlation against either build-7
render never exceeded 0.22. Canary was alive and polling
XamInputGetKeystrokeEx (601 calls), sitting in the attract movie.

So the open question narrowed again, and is written into MISSION.md:
whether the attract loop returns to the INTERACTIVE title without a pad
press. title_states_capture.sh claims it does on the English boot with no
pad input; if that holds, the difference is the locale.

Nothing decided about the keyframe-time association or the rest() rule.
Emulator stopped, lock cleared, locale restored to English.
2026-08-29 00:21:44 +00:00
Sylpheed RE agent
0f1c0f4e14 re: the JP-locale capture is not blocked -- I stopped one grep too early
Last iteration I wrote into MISSION.md that a Japanese-locale capture is
impossible here, because user_language is DECLARE_int32 at four call
sites with no DEFINE and no entry in xenia-canary.config.toml. That is
true, and it was not the question. The language is PERSISTED:
kernel_state.cc builds XConfig over <storage_root>/xconfig.settings,
SetDefaults() only supplies a value when the file has none, and the file
is writable. Checking where a setting is stored rather than where it is
configured turned "blocked, needs a human decision" into a two-line edit.
Withdrawn from MISSION.md; METHOD and REFUTED lines added.

The field is located from struct landmarks rather than a hard-coded
offset, and the check re-runs on every invocation so it fails loudly if
the layout moves:

  music_volume 0.7f at User+449  -> BE float at 2727 -> User base 0x8e6
  language          at User+44   -> reads 1 (kEnglish) at 0x912
  country           at User+64   -> reads 103 (US) at 0x926

XLanguage::kJapanese = 2 (xbox.h:307). set_console_language.py wraps it
with a backup and a --restore.

The capture itself is still NOT taken, for a smaller reason than I
claimed. A run with the locale set to Japanese booted fine but never
reached the title in 787 s: wait_title.sh's green-(A) oracle never fired
and burst-sampling found no frame correlating above 0.18 with either
build-7 render -- the run sat in the attract loop. So it needs a longer
or pad-driven run, not a rebuilt emulator. Emulator stopped, lock
cleared, locale restored to English.

Nothing is decided about the keyframe-time association or the rest()
rule; this only changes what standing between us and deciding them.
2026-08-29 00:05:58 +00:00
Sylpheed RE agent
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.
2026-08-28 23:46:54 +00:00
Sylpheed RE agent
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.
2026-08-28 23:38:37 +00:00
Sylpheed RE agent
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.
2026-08-28 23:23:55 +00:00
Sylpheed RE agent
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).
2026-08-28 23:10:41 +00:00
Sylpheed RE agent
6f23f4d113 re(ui): the keyframe-time shift is favoured 26x by timing, rejected by a render
Follow-up on last iteration's unadopted candidate (+36 holds the NEXT
pose's time, not its own). Two new results, pointing opposite ways, and
both are reported.

FOR, and calibration-free: the observed full-alpha hold : fade-out ratio
on palogo_gamearts is 83 : 13 frames = 6.38. The shifted reading predicts
8.00. The current reading predicts 0.25 -- off by 26x. With the glow's 2
units/frame fixed and nothing else free, the current reading says the
logo holds full alpha for 2.0 frames; the capture holds it for 83. This
is no longer the shape argument the candidate rested on.

Also for: rest()'s plain max-dwell fallback picks a=0 -- a transparent
pose, for a publisher logo -- under the current reading, and the visible
a=255 hold under the shift. Only the rest_plateau special case rescues
the render today, and that is the case the port agent reported a bug in.

AGAINST: rendering every build of six UI paks under both readings, 10 of
11 compared are byte-identical and one changes -- GP_TITLE build 7, the
Japanese twin of build 4, by 13.1% of pixels. Build 4, the one verified
against a live capture, is unchanged either way, so the single build the
shift moves is the one with no capture to adjudicate it. The proxy goes
against the shift: language twins are the same artwork, and build 7 reads
70.94 mean luminance as decoded against build 4's 71.41, but 76.32
shifted. Correlation does not separate them (0.6206 vs 0.6201).

These constrain different things -- timing versus pose selection -- and
rest() is a heuristic layered on the times, so moving the times moves its
tie-breaks. Adopting the shift means revisiting that heuristic in the
same change, with no build-7 capture to verify against.

Default UNCHANGED. Experiment reachable via SYLPHEED_KF_TIME_SHIFT=1.
Shifted-mode suite: 122 passed, 0 failed across 3 suites at commit time.
2026-08-28 23:03:55 +00:00
Sylpheed RE agent
531840b417 re(ui): Q1 -- the interpolation law holds, the group timeline does not
Q1's gate asks whether the ramp is linear. It is, and that result stands:
it rests on the splash's _eff glows, which reproduce exactly. This adds
the part that does not.

The test is a calibration, not a fit. Fix the clock on
palogo_gamearts_eff -- declared 15-unit fade-in 0@15 -> 255@30 against
captured alphas 34,68,102,136,170,204,238, a constant step of 34, giving
t = 2f - 171 -- then check that against the glow's own next landmark: its
declared hold ends t=45, predicted frame 108.0, observed last full-alpha
frame 107. Then apply it to palogo_gamearts in the same bundle and the
same frames, with no free parameter left:

  declared a=232 at t=206 -> frame 188.5, observed alpha 255
  declared a= 32 at t=210 -> frame 190.5, observed alpha 255

The logo is still at full alpha nine frames after it should read 32; its
fade-out runs ~17 frames late; its declared 80-frame fade-in is never
drawn. Not culling -- the same element is submitted down to a=7 on the
way out. Calibration-free version: the declared fade-out spends 12 of 16
units dropping 23/255 of the alpha, and the capture has no such plateau.

Candidate, offered and NOT adopted: if +36 held the NEXT keyframe's time,
the fade-out shape fits (RMS 4.05 vs 12.13, two elements) and the
decoder's "last block's time is unreadable" special case disappears --
the last block would simply have no successor. Rejected for now because
it explains neither the missing fade-in nor the lateness, and because the
_eff elements cannot discriminate between the readings at all (with four
blocks the shift only relabels the phases). Decoder unchanged.

Also withdrawn, mine, within the iteration: "the _eff glows hold a
constant alpha 33". They ramp 34 -> 255 in steps of 34. I printed the
series minimum and read it as its range, with a "14 distinct colours"
column sitting next to it saying otherwise.
2026-08-28 22:56:17 +00:00
Sylpheed RE agent
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.
2026-08-28 22:46:44 +00:00
Sylpheed RE agent
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.
2026-08-28 22:42:00 +00:00
Sylpheed RE agent
130ad8d1b3 re: the skewed draw is not the swoosh -- refuting the identification five
iterations of work were built on

I flagged last iteration that "draw 2 is the swoosh" was an inference I
had never checked. Checking it took one line, and it is wrong.

Converting the quads from NDC to screen space: quad A spans y -209 to
925, quad B spans y -292 to 1012. Both cover the full screen height and
run well off it. The swoosh, ptlogo_back2, rests at (71,126) and is a
234-pixel band at y 126 to 360. Draw 2 is not it.

A candidate offered as one: the two ptloop sweeps. pteff03a is 399x180
with element scale (100,800), so 399x1440, and pteff03 carries (100,600)
-- two long thin sprites, two quads, and the drawn vertex alphas 0xC3 and
0xB6 sit inside the 0x80 to 0xff ramp those records declare. Not
confirmed; no texture or position match was made.

If that is right it matters, and I have written it conditionally rather
than acting on it: our renderer parks those sweeps at their final
keyframe, both off screen, and draws nothing, while the game draws them
across the screen. That would mean the capture caught them mid-sweep
inside their t=150 to 600 window, and that the "groups hold" reading
needs re-examining for those two elements.

What this cost is worth stating plainly. Five iterations -- the additive
blend test, the pivot analysis, the vertex-colour capture -- were built
on an identification made by elimination on one screen and never checked
against the draw's own coordinates. The eliminations themselves stand,
because each was measured against the capture rather than against the
identification. The chain that pointed them at ptlogo_back2 did not.
METHOD takes the general form.
2026-08-28 22:21:42 +00:00
Sylpheed RE agent
6930d301c1 re: full suite green, and correcting the route I recommended last
iteration

Two loose ends, both on my own work.

The disc-gated suite finally completed: all six binaries, 131 passed,
0 failed, one pre-existing ignored. So the rest() fix and the T8adImage
flags field are fully verified rather than verified-on-three-binaries.
The reason earlier attempts produced empty logs was that the tool
timeout's SIGTERM reached the whole process group; setsid nohup survives
it, which is now a METHOD line.

And a correction that matters more. Last iteration I closed the swoosh as
undecodable from the disc and named a per-draw GPU capture as the next
route, "because it reads the actual blend state". It does not. Reading
command_processor.cc, each captured draw records primitive type, index
count, index-buffer address, VS and PS ucode hashes, the pixel shader's
texture bindings, and vertex attribute 0 of binding 0. There is no
RB_BLENDCONTROL dump.

So the route splits, and I have said so rather than leaving the wrong
version standing: the capture can test a per-draw VERTEX COLOUR today
with no code change, which would explain white-versus-pink directly, and
getting the blend mode itself needs a Canary change to dump the blend
registers. Either way it is instrumentation rather than another field.

The general lesson goes in METHOD too: validate a recommendation before
leaving it as advice. A named next step is a claim like any other, and I
made it without checking.
2026-08-28 22:09:07 +00:00
Sylpheed RE agent
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.
2026-08-28 22:00:55 +00:00
Sylpheed RE agent
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.
2026-08-28 21:46:18 +00:00
Sylpheed RE agent
2a0afc1405 port: land the pivot finding on the handoff (third assertion miss)
The scripted HANDOFF edit asserted on text an earlier edit had rewrapped,
so the pivot and colour findings landed in docs/re and not on the page
the port agent reads. Third time this session; METHOD now says the rule
was insufficient and names the mechanical fix.
2026-08-28 21:37:51 +00:00
Sylpheed RE agent
e249b2e2ff re: the swoosh's pivot belongs to the Japanese sprite, and the colour is
not in any field I can find

Chasing the swoosh defect. The colour half is a clean negative and the
geometry half now has a number.

Ruled out for the colour: every keyframe of every swoosh element carries
fade 0x??ffffff -- white RGB with only the alpha varying -- and no tint
is anything but white. The texture is not pink either; ptlogo_back2
decodes blue-leaning at (175,174,198) and its glow warm at (255,253,234).
So the magenta edge the game draws comes out of blending, and I have said
that rather than leaving "wrong colour" as an undifferentiated mystery.

The geometry half: the declared pivot does not match the element's own
texture. Build 4's ptlogo_back2 pivot is (500,117), which is exactly half
the JAPANESE sprite at 1000x234, not half its own English one at
1118x262 -- off by 59 px, the right order to make the swoosh too thick
and extend too far right. The layout record is authored once and shared
while the sprites are swapped per language, which ui-rat-layout.md warns
about in general; this is that warning measured on the screen where our
render disagrees with the capture. It cuts both ways -- the Japanese
build's ptlogo1 is off by 40.

Marked as a quantified candidate rather than a diagnosis, because whether
it bites depends on which pivot our compositor uses and I did not check.

One METHOD line, because the first version of that check was misleading:
a pivot-equality test conflates rounding with real breakage. Equality
flagged 74 percent of title elements. Split by magnitude it is 17 exact,
54 off by a pixel from odd dimensions, and 24 genuinely off -- and those
24 are the finding.
2026-08-28 21:37:24 +00:00
Sylpheed RE agent
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.
2026-08-28 21:19:00 +00:00
Sylpheed RE agent
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.
2026-08-28 21:05:35 +00:00
Sylpheed RE agent
83293c3f81 port: land the loop decode on the handoff, and note the edit trap
Second iteration running where a scripted HANDOFF edit failed its
assertion on rewrapped text, leaving the port's page stale while docs/re
had the finding. Patched by reading the file first, and METHOD now says
to check the commit's file count for a silently dropped edit.
2026-08-28 20:53:33 +00:00
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
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
cc72f8b5a8 re: the phase transitions -- and withdrawing yesterday's refutation
because the test probed the wrong state

Nine stores to the phase field this+132, control-gated on the 136 query
returning at least the 18 known ones. Attributed to the handler each
lives in, they give the phase graph: entry -> 2, then 2 -> 0 (splash),
2 -> 3, 3 -> 4, and 4 -> 2 on event 0.

That last edge is the problem with what I did last iteration. The event-0
block sets TWO fields one instruction apart -- stw r28,136(r30) for state
0 and stw r11,132(r30) with r11 = 2 for phase 2. So B from the menu lands
in PHASE 2, the same phase as the boot title, and the test I ran
believing it probed phase 4 state 0 probed nothing of the kind.

So the refutation is withdrawn. Worse for me and better for the idea: A
working on the B-returned title is exactly what the hypothesis predicts,
since phase 2 is the phase that references BUTTON. The hypothesis is back
to untested, now consistent with two observations rather than one, and
what it still needs is the attract-returned title's phase -- which no
test so far has read.

The measurement from that iteration stands, because it does not depend on
the phase: the B-returned title accepts A, so only the ATTRACT-returned
title is inert. I have said so explicitly in the page rather than letting
the withdrawal take the good half down with it.

METHOD gets the lesson: before testing "state X behaves like this", check
your route actually reaches state X. When a transition writes more than
one field, read the whole block and not just the store you were looking
for.
2026-08-28 20:25:06 +00:00
Sylpheed RE agent
4380305921 re: phase 0 is the splash, phase 2 is the title -- and a candidate answer
to this corpus's oldest input puzzle

Continuing Q6 on the phases left unread. Strings each phase handler
references, plus whether it carries its own jump table:

  phase 0  sub_821C5690   LOGO                                    no switch
  phase 2  sub_821C5818   BASE_INFO, BUTTON, TITLE_SCREEN         no switch
  phase 3  sub_821C5EC0   (none)                                  one switch
  phase 4  sub_821C6458   BASE_INFO, LOADING, TITLE_MENU, TITLE_SCREEN

Phase 0 referencing LOGO is a second independent confirmation that it is
the developer splash -- the iterate3E notes reached the same function
from the guest side and named the splash's LOGO items. Phase 2 draws the
title WITH the PRESS A plate, which the archive side had already
established is a build of its own.

Which produces something worth more than either: the title is installed
from TWO places, phase 2 and phase 4 state 0. Same screen, different
code. canary-scripted-input-traps.md has recorded for months, and never
explained, that the boot title accepts A while the attract-returned title
accepts nothing, with the giveaway that a draw capture in each is
identical. Two code paths installing one screen is exactly that shape. I
have written it into that page as a candidate with the cheap test named
-- read this+132 on each title -- and marked it untested, because it is.

One query in this iteration failed its own control and I threw its half
away: counting stw rX,136(r30) per phase returned 0 for phase 4, which
has 18, because the operand text has a space the pattern did not allow.
The bctr half passes its control and is reported. METHOD gets the
underlying trap: instructions.function is unpopulated for most rows, so a
query scoped on it silently returns nothing.
2026-08-28 20:15:02 +00:00
Sylpheed RE agent
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.
2026-08-28 20:10:41 +00:00
Sylpheed RE agent
c8c7677f6d re: the lookup argument is decoded at 46 of 48 sites -- and it refutes my
own corroboration from last iteration

Last iteration I listed a candidate name vocabulary from "upper-case
strings the callers reference", marked it amber because those are not
proven arguments, and named the check: confirm per call site which string
actually lands in r5. Ran the check. It fired.

The first extractor FAILED ITS OWN CONTROL -- a backward scan for
addi r5 recovered 7 of 48 sites and missed both title sites I had already
read by eye, because there the name is built in r27 and reaches r5 via a
later mr. Rewritten as a forward register simulation it reproduces all
three known sites and recovers 46 of 48, giving 28 distinct names.

Two of my own claims die. DIFFICULTY and EXTRA_MENU are NOT arguments at
any site -- they are strings that merely live in the same functions, so
the "independently corroborated by measurement" line I wrote was an
artifact of the loose filter. Only TUTORIAL_MENU survives. And
sub_821CC860 is not a screen factory at all: its real arguments include
BG, BLACK, FADE, FILE, KEY, PAD, SOUND and GAMMA_RGB. It is a generic
name-keyed lookup, mostly config, which the title part happens to call
with its three state names.

The title finding itself is untouched -- sub_821C6458 really does
transition by calling this with TITLE_SCREEN, TITLE_MENU and LOADING.
What is gone is the inference that the 28 names are a screen vocabulary.

Two METHOD lines, both earned here: strings a function references are not
arguments it passes, and a backward scan for a destination register
misses arguments staged through a scratch register.
2026-08-28 19:52:02 +00:00
Sylpheed RE agent
0d7199bc22 re: the UI sound effects ARE extractable -- retracting "cannot be
extracted", and the tool was in the build all along

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

One trap, and it nearly cost the conclusion. My first attempt reported
39.5 fps, which sits between the two hypotheses and would have left the
question open. It was a harness bug: I polled the log for a "done" line
rather than for the COUNT of them increasing, so it matched a capture
that had already completed and timed 0.1 s of nothing. METHOD gets the
general form -- a log-polling probe must compare a count, not test for
presence.
2026-08-28 19:11:11 +00:00
Sylpheed RE agent
f5e7426cfa re: there is no XACT container on this disc -- retracting my own lead and
closing Q8

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

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

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

Q8 closes: vocabulary and bank decoded, the event binding a name match on
the authors' own event names, and the audio explicitly something the port
must source or author rather than extract. With this every MISSION row is
answered.
2026-08-28 18:58:06 +00:00
Sylpheed RE agent
935f7ecab8 re: one A skips the intro, and NEW GAME was never a hang
Two corpus claims died in one boot, and both were costing us.

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

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

Also METHOD: never run ps -ef in this container -- all three long-lived
processes carry the entire loop prompt as argv.
2026-08-28 18:45:59 +00:00
Sylpheed RE agent
e81dcad632 re: the boot intro and the attract loop are the same video, and the
new-game intro has a name

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

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

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

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

Skippability I did NOT settle, and the corpus contradicts itself: one
page says A skips a movie every time, while the boot harness deliberately
never taps during one because it breaks the title. Named the one-boot
test rather than picking a side.
2026-08-28 18:29:39 +00:00
Sylpheed RE agent
b3c8632006 re: a music bank is two stems that play together -- not intro+loop, and
not something to concatenate

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

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

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

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

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

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

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

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

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

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

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

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

Also: label brightness is not a cursor oracle here -- the background art
outshines the highlight on some rows. menu_focus.py reads the focus ring
instead, 254 vs <82, no tuning.
2026-08-28 17:53:46 +00:00
Sylpheed RE agent
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