The screen object holds a SECOND list of its elements, a reordering built at load time, and that list is the paint order. It is 24 pointers at +0x30, each the +0x00 field of one of the 48-byte element records, so both arrays hold the same objects in different orders. Checked against the draw capture rather than asserted: the seven elements the capture can name sit at child slots 0, 6, 7, 13, 16, 17, 22 — strictly ascending, in exactly the captured submission order. It also resolves the one sub-order no static field could explain, the pair that decodes to the same 1133x280: slot 6 is element 20 and slot 7 is element 19, so they paint 20-then-19, DESCENDING in declaration terms. And the kind=0x4 repeat instances sit immediately after their template, where the declaration table interleaves them. Stated as unsolved, because the port cannot read a runtime array: deriving this order from the bundle. The order is clearly structured rather than arbitrary — elements sharing a sprite are adjacent and the full-screen effects lead — so it is worth attacking, but it is not attacked here.
6.8 KiB
The UI screen object at runtime — found in live guest memory
Status: ✅ CONFIRMED for the object's identity and its element array (five
independent field matches against the file, on a running game). 🟡 the remaining
arrays are unidentified. ❔ nothing here settles the paint order — see the
"what this does not answer" section, which is the reason the search happened.
How it was found, in one step
The item class from the emulator-era splash work has vtable 0x820b30b4, and
sub_823C2990 allocates its objects at 244 bytes each
(ui-quad-class-foothold.md). A vtable pointer
is a fixed 4-byte value at offset 0 of every instance, so the objects are
findable in the live guest image without a debugger:
tools/re-capture/gmem.py find hex:820b30b4 # while the title screen is up
Seven live objects, at 0xBCD24D88, 0xBCD25188, 0xBCD25388, 0xBCD25488,
0xBCD25588, 0xBCD25688, 0xBCD26488 — spaced 0x100 apart, consistent with a
244-byte object plus allocator overhead.
What they are
Each object begins with two vtable pointers (0x820b30b4, 0x820b31a4 —
multiple inheritance) and then a run of {pointer, count, capacity} triplets.
The counts identify the objects immediately:
| object | first triplet's count | which GP_TITLE build |
|---|---|---|
0xBCD25188 |
7 | builds 0/1 — the loading overlay (7 elements) |
0xBCD25388 |
24 | build 4 — the title (24 elements) |
0xBCD24D88 |
1 | builds 2/3 — the PRESS Ⓐ BUTTON bundle (1 element) |
So the three bundles this project decoded statically are all resident, with the element counts the files declare — including the two-bundle composition of the title screen that the draw capture inferred.
The element array
+0x08 of the screen object is {ptr, count, capacity} pointing at an array of
48-byte entries, one per element, in declaration order. Verified field-by-file
at five positions on the title build, with no misses:
| index | file says (build 4) | live memory at +0x10/+0x14 |
|---|---|---|
| 0 | ptlogo1.t32 pivot (451,50) |
451.0, 50.0 |
| 1 | ptlogo2.t32 pivot (449,46) |
449.0, 46.0 |
| 6 | pteff01.t32 pivot (320,160) |
320.0, 160.0 |
| 9 | ptbase2.t32 pivot (320,180) |
320.0, 180.0 |
| 21 | ptcopyright.t32 pivot (309,10) |
309.0, 10.0 |
Entry layout as far as it is read:
+0x00 u32 pointer (per-element data)
+0x04 u32 0
+0x08 u32 flags (0x10081021 on element 0)
+0x0C u32 ?
+0x10 f32 pivot X ← the declaration entry's pivot, as a FLOAT
+0x14 f32 pivot Y
+0x18 u32 0
+0x1C u32 ?
+0x20 u32 pointer }
+0x24 u32 count } the element's KEYFRAMES — 8/8 on elements 0 and 1,
+0x28 u32 capacity } which is exactly their keyframe count in the file
+0x2C u32 ?
So the pivot and the keyframe group, which this project reads out of the bundle, are present at runtime in the same order and with the same values.
What this does not answer
The paint order. The array is in declaration order, and the capture proves
the screen is not painted in that order, so the renderer either walks something
else or sorts. Three more {ptr,count,capacity} triplets are present in the
screen object and unidentified — +0x14 (24 entries of 12 bytes, each
{ptr,1,1}, pointing into a densely packed region), +0x24 (2 entries) and
+0x30 (24). The +0x14 one is not an index list (its entries are pointers,
not small integers), so the obvious "draw order table" reading is already out.
What is better than before: the question is now a data question on a live
structure that can be dumped in seconds, rather than a code-reading exercise. The
next probe is to dump +0x24 and +0x30 on the title build and see whether
either is 24 entries in a non-declaration order.
✅ The paint order is the screen object's CHILD array at +0x30
Status: CONFIRMED. The question this project has carried since the first
capture — what orders the elements, given that the declaration table does not —
is answered: the screen object holds a second list, a reordering of the
elements built at load time, and that list is the paint order.
+0x30 is {ptr, count, capacity} → an array of 24 pointers (not 12-byte
records like +0x14). Each pointer is the +0x00 field of one of the 48-byte
element records, so the two arrays hold the same objects in different orders. The
permutation, read live off the title screen:
| child slot | element | child slot | element | |
|---|---|---|---|---|
| 0 | 9 ptbase2 |
12 | 17 back2eff4 |
|
| 1 | 11 ptloop01 |
13 | 0 ptlogo1 |
|
| 2 | 12 ptloop02 |
14 | 2 ptlogo1 (copy) |
|
| 3 | 10 pteff04 |
15 | 4 ptlogo1 (copy) |
|
| 4 | 13 pteff02.prm |
16 | 7 ptlogo_tm |
|
| 5 | 6 pteff01 |
17 | 1 ptlogo2 |
|
| 6 | 20 ptlogo_back2eff |
18 | 3 ptlogo2 (copy) |
|
| 7 | 19 ptlogo_back2 |
19 | 5 ptlogo2 (copy) |
|
| 8 | 14 back2eff1 |
20 | 22 ptlogoall_eff |
|
| 9 | 15 back2eff2 |
21 | 23 ptlogoall_eff2 |
|
| 10 | 18 back2eff5 |
22 | 21 ptcopyright |
|
| 11 | 16 back2eff3 |
23 | 8 pteff00.prm |
Checked against the capture, not merely plausible
The seven elements the draw capture can name occupy child slots
ptbase2 0 back2eff 6 back2 7 ptlogo1 13 tm 16 ptlogo2 17 copyright 22
— strictly ascending, in exactly the captured submission order. Two details make this more than a coincidence of a short list:
- it resolves the ambiguity that no static field could: slot 6 is element
20 (
ptlogo_back2eff), slot 7 is element 19, so the pair paints 20-then-19 — descending in declaration terms. Nothing in the file predicts that, and the runtime list states it; - the three
kind = 0x4repeat instances of each logo sit immediately after their template (slots 13,14,15 and 17,18,19), which the declaration table interleaves (0,1,2,3,4,5). They draw at α=0 and so never appeared in the capture, but their placement in the list is consistent with the grouping.
What this means for the port, stated carefully
The reimplementation cannot read a runtime array — it has to derive this order
from the bundle. That derivation is not solved. What the order shows is
structure worth attacking: elements sharing a sprite are adjacent
(ptlogo1×3 together, ptlogo2×3 together, the back2eff* family together),
and the full-screen/effect elements lead. So the load-time build is doing some
grouping, not an arbitrary shuffle.
Until it is derived, a reimplementation has two honest options: hard-code the captured order for the screens that have been captured, or paint in declaration order and accept that the title screen composites wrongly. The first is what the evidence supports; the second is what the viewer does today.