Commit Graph

7 Commits

Author SHA1 Message Date
Sylpheed RE agent
0ecb20bdbc re: the swoosh is solved -- the game draws it as rotated quads and our
blit cannot

Ran the route I corrected last iteration, and it answered the question I
had classified as undecodable.

First the ninth candidate died: every vertex colour in the whole capture
is <alpha>FFFFFF, white RGB with only alpha varying. The game passes no
colour, so that hypothesis is refuted from the running game rather than
from the file.

Then the geometry gave it away. Draw 2 submits TWO PARALLELOGRAMS,
neither axis-aligned -- edges (0.54,-0.56) and (0.44,0.79), roughly 45
and 61 degrees, both extending to y=+/-1.81 in NDC, well off screen.
That is the diagonal Z stroke. And ui_layout::blit walks rows and columns
of an axis-aligned rectangle; it has no rotation at all. So we blit the
sprite upright where the game draws it skewed, which is exactly the
signature I measured: right on average at +1.83, right in position with
the correlation peaking at zero shift, wrong in structure at 0.70.

Nine candidates, and the answer was never going to be a field, because
the difference is not in the sprite -- it is in how the quad is built.

Two things left open and written as such. The decoded keyframe carries
fade, scale, tint, x, y and time and NO rotation, so where the rotation
comes from is not decoded. And the pink-versus-white reading I have been
carrying was a visual comparison of two differently-shaped renderings; it
should be re-checked after geometry rather than treated as a separate
defect.
2026-08-28 22:13:50 +00:00
Sylpheed RE agent
cdb5a99def re: the title "slab" is the logo swoosh drawn white and thick, and it
lands on the known tie-break group

Chasing the residual I left open last iteration, and it turns out I had
attributed the port agent's slab to the wrong thing.

First the refutation. My hypothesis was that our dim is applied over the
whole frame rather than beneath the UI where its layer key puts it. If
that were true the logo would render too dark. It reads +2.36 against a
background of -0.74, so the compositor honours the paint order and the
hypothesis is dead.

What the residual actually is: with the dim in place the error is not
uniform but concentrated in one band, running -38.6 in one tile and +33.8
three tiles to its right. Cropping that band from capture and render
shows it immediately -- the game draws the logo's Z swoosh thin with a
pink edge, and we draw it thick and solid white. That, not the missing
dim, is the washed-out slab over the title logo the port agent reported.
The dim explains a uniform +13; this explains the slab.

The elements are ptlogo_back2, its glow, and the five ptlogo_back2eff1..5
segments -- which are also the group carrying this corpus's known
unsolved paint-order tie-break at key 0x8083, on the same screen. I have
recorded that as a lead and explicitly not as a diagnosis, because a
blend-order swap is a poor explanation for white instead of pink and I
would expect a second cause.
2026-08-28 21:31:52 +00:00
Sylpheed RE agent
d217c07db2 re: the title's arrived pose is rest, and the washed-out slab is a
MISSING dim quad

Both halves of what the port agent could not settle, answered against the
plate-free capture rather than against another renderer.

Rendering build 4 and edge-correlating to the capture of the real screen
gives 0.9163 at zero shift, 0.92/0.78/0.93 per band. The geometry of rest
is the title's arrived pose, so the timeline is not needed there.

The slab is the more useful half, and it is inverted from how it looked.
rest alone renders uniformly +13.14 too bright, R +12.35, G +13.58,
B +13.48. Drawing the .prm primitives collapses that to +0.55. The
element is pteff02.prm, the 25 percent dim at rest t=46 with fade 0x40,
and --primitives is OFF BY DEFAULT. So the washed-out cyan slab is not
something being drawn that should not be; it is a dim that should be
drawn and is not, and because the title art is blue-dominant the
shortfall reads as a cyan wash. Any consumer of screen render that omits
--primitives on this screen gets it.

Two residuals recorded rather than tidied. With the dim drawn the mean is
essentially exact but per-pixel agreement gets slightly WORSE --
edge-correlation 0.9163 down to 0.9066 and pixels off by more than 20
rising from 108051 to 162636 -- so the dim's average contribution is
right while its application is not exactly the game's. And separately the
per-tile map shows a +25 to +38 hot spot on the upper-right Z swoosh,
which a capture from the first iteration of this work already showed pink
in the game and white in ours. Same region, still undiagnosed.
2026-08-28 21:27:04 +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
9f39e8ee72 re: the splash confirmed against the running game, and timed
Closing the amber I raised last iteration: the splash renders had no
framebuffer capture to diff against. Recording the boot from the moment
the window appears, at 2 fps, catches it before the movie.

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

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

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

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

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

The payoff is for the port rather than for the RE: the first of the five
screens now has a reference composite, which it did not have. Marked
amber on one point -- there is no framebuffer capture of the splash in
this repo, so the match to the running game is by description against the
milestone-1 notes, not by pixels.
2026-08-28 20:29:33 +00:00
Sylpheed RE agent
88b3ce9af5 re: which GP_TITLE build is which screen, measured against the game
Q2. The archive is eight screens shipped twice, English and Japanese --
not the "build 4 title, 5 main menu, 6/8/9 submenus" the handoff claimed.
Build 8 is the JAPANESE main menu; 6 and 9 are the EN and JP EXTRAS, and
EXTRAS is the only submenu GP_TITLE holds. The PRESS (A) BUTTON plate is
its own build (2/3), composited over the title art and faded in a beat
later, not a state of build 4.

Confirmed by booting to the main menu and walking it: title, PRESS (A),
main menu and EXTRAS each match their render element for element. Builds
0/1 and 10/11 -- a DELTASABER / SYLPHEED A.I. plate -- were looked for in
the whole boot filmstrip, every title-side screen and the attract loop,
and appear in none of them; the reach of that negative is written down
rather than filled in with a guess.

Two rig traps went into METHOD: the menus drop d-pad presses shorter than
~0.3 s, and a grab 2.5 s after a transition can catch a screen mid-fade
-- which nearly wrote "the returned title has no plate" into the corpus.
2026-08-28 16:55:33 +00:00