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.
645 lines
31 KiB
Markdown
645 lines
31 KiB
Markdown
# Which `GP_TITLE` build is which screen — measured against the running game
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**Status:** ✅ `CONFIRMED` for the four screens the boot path actually shows
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(title art, `PRESS Ⓐ BUTTON`, main menu, `EXTRAS`); 🟡 `PROBABLE` for their
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Japanese twins; ❔ open for the two `DELTASABER` plates.
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Answers [MISSION Q2](../port/MISSION.md). The previous statement — *"build 4
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title, 5 main menu, 6/8/9 submenus"* — is **partly wrong** and is withdrawn:
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build 8 is the **Japanese main menu**, not a submenu, and `GP_TITLE` holds
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exactly **one** submenu (`EXTRAS`), in two languages.
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## The archive is eight screens, each shipped twice
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`GP_TITLE.pak` has 16 entries; `sylpheed-cli screen list` calls 12 of them
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composable builds. The 16 fall into **eight pairs**, and each pair's two members
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have near-identical sizes and name hashes that differ by a constant — one
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character of the name apart:
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| entry | hash | bytes | build idx | pair |
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|---|---|---|---|---|
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| 0 | `01a2db9c` | 483 958 | 0 | A |
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| 1 | `0ff0b8a8` | 483 958 | 1 | A |
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| 2 | `285d8849` | 267 014 | 2 | B |
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| 3 | `369773cb` | 267 014 | 3 | B |
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| 4 | `a60fcb85` | 12 278 666 | 4 | C |
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| 7 | `b483e6e6` | 13 363 328 | 7 | C |
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| 5 | `a715f485` | 6 977 437 | 5 | D |
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| 8 | `b58a0fe6` | 6 931 653 | 8 | D |
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| 6 | `a81c1d85` | 6 549 126 | 6 | E |
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| 9 | `b69038e6` | 6 548 438 | 9 | E |
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| 10 | `cdba806e` | 426 473 | — | F |
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| 13 | `db2ea1f8` | 423 333 | — | F |
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| 11 | `cec0a96e` | 999 643 | — | G |
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| 14 | `dc34caf8` | 999 643 | — | G |
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| 12 | `cf2a8ccd` | 1 774 639 | 10 | H |
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| 15 | `dd56d99b` | 1 774 639 | 11 | H |
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For the three pairs whose members differ visibly — C, D, E — **the difference is
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English versus Japanese**: build 7 is the title art with the katakana subtitle
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プロジェクト シルフィード, build 8 the main menu reading 新規 / ロード /
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チュートリアル / オプション / エクストラ, build 9 the `EXTRAS` submenu as
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エクストラ. That is the whole of the language split we can see. In pairs A, B and
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H the two members render **byte-identical PNGs** — the archive still carries two
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copies, but the artwork does not change with the language.
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Pairs F and G are the four entries `screen list` does *not* classify as builds by
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default. **They are the developer splash**, and they render — see below.
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## The map
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Contact sheet of every render:
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[`captures/title-builds/title-build-contact-sheet.png`](captures/title-builds/title-build-contact-sheet.png).
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| build | what it is | confirmed how |
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|---|---|---|
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| 0, 1 | a `DELTASABER / SYLPHEED A.I.` plate low-left on black, no background | ❔ **not observed running.** Never seen in the boot path, the main menu, `EXTRAS` or `MISSION SELECT` |
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| **2**, 3 | the `PRESS Ⓐ BUTTON` plate — **an overlay build of its own**, not a state of build 4 | ✅ seen composited over build 4 on the live title, at the same rect our render puts it |
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| **4** | title art, English (`PROJECT SYLPHEED`, ™, `(C)2006,2007 SQUARE ENIX`) | ✅ [`live-title-press-a.png`](captures/title-builds/live-title-press-a.png) |
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| 7 | the same, Japanese | 🟡 renders as the JP twin of build 4; the container runs an English locale, so it was not seen |
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| **5** | main menu, English: NEW GAME / LOAD GAME / TUTORIAL / OPTIONS / EXTRAS, footer `Ⓐ : OK` | ✅ [`live-main-menu.png`](captures/title-builds/live-main-menu.png) — element for element |
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| 8 | the same, Japanese | 🟡 as above |
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| **6** | the `EXTRAS` submenu, English: MISSION SELECT / MOVIE THEATER / BACK, footer `Ⓐ : OK Ⓑ : Back` | ✅ [`live-extras.png`](captures/title-builds/live-extras.png) |
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| 9 | the same, Japanese | 🟡 as above |
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| 10, 11 | the same `DELTASABER` plate as build 0, over a dark circuit-line background | ❔ **not observed running** |
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## ✅ The splash — the four "non-build" entries, rendered
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`screen list --all` widens the enumeration to every composable bundle and shows
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all **16** entries. The four that the default listing drops are the two halves of
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the developer splash, each shipped twice:
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| entry | elements / sprites | what it is |
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|---|---|---|
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| **10, 13** | 3 / 2 | the white **`SQUARE ENIX`** publisher logo |
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| **11, 14** | 7 / 6 | **`GAME ARTS` / `SETA` / `studio anima`** — the developer logos |
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[`splash-entries-rendered.png`](captures/title-builds/splash-entries-rendered.png).
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Rendered with `screen render --all --primitives --black`. Entry 11's seven
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elements are the three logos, their three `_eff` glows and the
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`palogo_eff0.prm` black backdrop — exactly the composition
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[`structures/ui-paint-order-key.md`](structures/ui-paint-order-key.md) measured
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for the splash.
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### ✅ Confirmed against the running game — 2026-08-28
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The 🟡 above ("no framebuffer capture to diff against") is closed. Recording the
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boot from the moment the window appears, at 2 fps, catches the splash before the
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movie:
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[`live-splash-publisher.png`](captures/title-builds/live-splash-publisher.png),
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[`live-splash-developer.png`](captures/title-builds/live-splash-developer.png).
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Edge-correlated against the renders, **with the other half as a negative
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control**:
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| capture | vs entry 10 | vs entry 11 |
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|---|---|---|
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| publisher frame (t ≈ 2.0 s) | **0.9146** @ (0,0) | 0.027 ✗ |
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| developer frame (t ≈ 6.0 s) | −0.033 ✗ | **0.9792** @ (0,0) |
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Both halves match their own render at zero shift and are firmly rejected by the
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other. The `13`/`14` twins score 0.876 / 0.966 — near-identical artwork, so this
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test cannot tell a pair apart, only a screen from a different screen.
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### ✅ The splash's timing is DECODED, and the capture confirms it
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Re-recorded at **10 fps** (the 2 fps pass below was ±0.5 s and could not see
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ramps at all). The splash **fades, both ways** — it does not cut — and the
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bundle's own keyframes say so:
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```
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$ sylpheed-cli screen info --all --build 10 GP_TITLE.pak
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1 palogo_sqex.t32 7 kf [15 30 235 239 251 255 -]
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2 palogo_sqex_eff.t32 4 kf [15 30 45 -] (the glow, child of 1)
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$ ... --build 11
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1 palogo_gamearts.t32 7 kf [15 30 190 194 206 210 -] (seta, anima identical)
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2 palogo_gamearts_eff 4 kf [15 30 45 -]
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```
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Under Q1's `1 unit = 1/60 s`:
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| | declared | measured at 10 fps |
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|---|---|---|
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| `SQUARE ENIX` ramp in | `15 → 30` = 0.25 s | rise 0.4 → 0.8 s |
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| `SQUARE ENIX` hold | `30 → 235` = **3.42 s** | ≈ 3.5 s (0.8 → 4.3 s) |
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| `SQUARE ENIX` fade out | `235 → 255` = **0.33 s** | **≈ 0.3 s** (4.4 → 4.7 s) |
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| developer hold | `30 → 190` = **2.67 s** | ≈ 2.4 s (5.6 → 8.0 s) |
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| developer fade out | `190 → 210` = **0.33 s** | **≈ 0.3 s** (8.1 → 8.4 s) |
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The offset between declared and measured start is ≈ 0.35 s, which is simply that
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the recording's `t = 0` is when the *window* appears, not when the guest starts
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drawing. Everything downstream of that lines up.
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**The overshoot is the glow.** The measured rise peaks (6.21) at 0.8 s and settles
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back (5.39) by 1.1 s, which looks like a bloom. It is the `_eff` child element:
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its keyframes are `15 → 30 → 45`, so it ramps in *after* the logo and then back
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down, while the logo itself holds. Decoded, not a rendering artifact.
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So the port can **read** the splash's timing off the disc rather than author it —
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the first screen's animation is not a measurement it has to trust.
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### The wall-clock sequence, for orientation
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| | |
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|---|---|
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| `SQUARE ENIX` on screen | **≈ 0.5 → 4.0 s** after the window appears |
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| black | ≈ 4.5 s |
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| `GAME ARTS` / `SETA` / `studio anima` | **≈ 5.0 → 7.5 s** |
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| black | ≈ 9.0 s |
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| `ADV.wmv` begins | **≈ 9.5 s** |
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⚠️ The frames at ≈ 9.5–12.5 s show `SQUARE ENIX` again in **cyan**. That is not a
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third splash — it is the intro movie's own opening, which the milestone-2 notes
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describe as "white SQUARE ENIX + cyan glow + red diamonds". A capture-only reading
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would have recorded a third logo screen that does not exist.
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**So the first of the five screens now has a reference composite, a framebuffer
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capture, and its on-screen durations.**
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**Reach of the two negatives.** Builds 0/1 and 10/11 were looked for in: the whole
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boot sequence (a 5 s-cadence filmstrip from launch to the title, ~190 s), the
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title, the main menu, the `EXTRAS` submenu, the `LOAD GAME` slot list, the
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transition into `MISSION SELECT` (a 40-frame burst), and the attract cycle. They
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appear in none of them. The obvious remaining candidate is a *long* load — a
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mission launch — which is out of this objective's scope; they are most likely a
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loading/AI-chatter plate. That is a hypothesis, not a result.
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## Three things the captures settle beyond the map
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**The live title is two builds composited.** Build 4 draws the art; build 2 draws
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`PRESS Ⓐ BUTTON` on top, and it **fades in a beat later** — a screenshot taken
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2.5 s after arriving at the title has the art and no plate, one taken ~1 s later
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has both. The port must treat the plate as its own timed element.
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**The attract-loop title carries the plate too.** After ~8–10 s idle the title
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fades to black, a full-motion video plays for ~85 s, and the title comes back —
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*with* `PRESS Ⓐ BUTTON`
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([`live-attract-title-press-a-band.png`](captures/title-builds/live-attract-title-press-a-band.png)).
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This is consistent with, and adds nothing to, the draw-quad comparison in
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[`canary-scripted-input-traps.md`](canary-scripted-input-traps.md): the plate is
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not the tell that distinguishes the boot title from the attract title.
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**`EXTRAS` is the only main-menu destination inside `GP_TITLE`.** Ⓐ on `EXTRAS`
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opens build 6 — measured. The other four destinations leave the archive: Ⓐ on
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`LOAD GAME` opened a `LOAD GAME` slot list, and Ⓐ on `MISSION SELECT` inside
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`EXTRAS` opened a `MISSION SELECT` screen, neither of which is a `GP_TITLE`
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build. `dat/` carries `GP_SAVE_LOAD.pak`, `GP_TUTORIAL.pak`, `GP_OPTIONS.pak`,
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`GP_MISSION_SELECT.pak` and `GP_MOVIE_THEATER.pak`; **that those are the archives
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behind the other four buttons is an inference from the names, not a measurement.**
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## How to reproduce
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```bash
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sylpheed-cli screen list "$SYLPHEED_DISC/dat/GP_TITLE.pak"
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sylpheed-cli screen render --build 6 "$SYLPHEED_DISC/dat/GP_TITLE.pak" /tmp/b6.png
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tools/re-capture/boot_menu.sh q2 # boots to the main menu, cursor on NEW GAME
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tools/re-capture/pad.py dpad down 0.35 # x4 -> EXTRAS
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tools/re-capture/pad.py tap A 0.30
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```
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Mind the d-pad hold — see [`METHOD.md`](METHOD.md).
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## ✅ The title is not a still image — it loops, ≈ 2.2 s
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Recording the title at 10 fps for 22 s shows the screen **never settles**. After
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the build-in it oscillates by about ±0.5 in mean luminance, continuously:
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```
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peaks at 5.6 7.8 10.0 12.7 15.2 17.1 19.2 21.3 s
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intervals 2.2 2.2 2.7 2.5 1.9 2.1 2.1
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mean 2.24 s
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```
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**measured**, n = 7 intervals, spread 1.9–2.7 s — peak-picking a low-amplitude
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signal is coarse, so read it as **≈ 2.2 s ± 0.4**, not a precise period.
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The mechanism is already decoded: build 4 declares **`ptloop01.rat` /
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`ptloop02.rat`**, and `loop*.rat` is a **looping sprite animation** rather than a
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composition ([`INDEX.md`](INDEX.md), UI screen layout row). So the title carries a
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looping element by construction; what is new is that it runs at ≈ 2.2 s and never
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stops.
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### ✅ The loop records ARE decoded — and they are not what I measured
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`ptloop01.rat` is an **`opt `-linked leaf record**: in build 4 the chunk `opt `
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(size `0x0c`) carries the name, immediately followed by a `RATC` blob at
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**`0xbb5966`** (`ptloop02.rat` the same at `0xbb5a82`). Its pivot fields read
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`200`/`90`, matching `screen info`'s `pivot (200,90)` — the right blob.
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**The keyframes use the ordinary 40-byte block layout**, starting at `+0x68`:
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| | `ptloop01` → `pteff03.t32` | `ptloop02` → `pteff03a.t32` |
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|---|---|---|
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| kf0 | `t=150` x=**−639** α=`ff` | `t=150` x=**1721** α=`00` |
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| kf1 | `t=540` x=−39 α=`80` | `t=630` x=1111 α=`80` |
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| kf2 | `t=600` x=**1521** α=`ff` | `t=720` x=**−839** α=`ff` |
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| scale | 100 × 600 | 100 × 800 |
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| span | 150 → 600 = **450 units = 7.5 s** | 150 → 720 = **570 units = 9.5 s** |
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Y is constant at 270 and X runs off one edge to the other, so these are
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**horizontal light sweeps** — `loop01` left → right, `loop02` right → left.
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### 🔴 Two things I wrote last iteration are wrong
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**1. "A leaf record's keyframes are not in the build's 40-byte layout."**
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Withdrawn — they are, exactly. The scan that "found nothing" demanded **29**
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strictly-increasing times because I read the word at `+0x004` (`0x001e0000`) as a
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keyframe count. These records hold **three** keyframes. A filter that hard-codes
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the expected count rejects the right structure; whatever the `30` is, it is not
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the number of keyframes here.
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**2. "The ≈ 2.2 s oscillation is the `ptloop` elements."** Withdrawn — I asserted
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the link because build 4 declares those elements, not because anything showed it.
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The decoded sweeps run **7.5 s and 9.5 s**. A 22 s capture would show ~3 peaks
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from a 7.5 s cycle; it showed **8**. So the loops are *not* what the oscillation
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measured.
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### ✅ Identified: it is the `PRESS Ⓐ BUTTON` plate pulsing
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A per-tile amplitude map over the capture (8 × 6 grid, 18 s after build-in)
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localises the 2.3 s period precisely:
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| region | sd | dominant lag |
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|---|---|---|
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| band x ≈ 318–954, y ≈ 560–672 | **7.65** | **2.3 s** |
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| wordmark centre | 0.06 | — |
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| bottom-right corner | 0.003 | — |
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That band is the `PRESS Ⓐ BUTTON` plate's rest position (`ptbtn00.rat`, rest
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`(383,550)`, pivot `(256,25)`). It is **build 2**, composited over the title — not
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build 4.
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Decoding `ptbtn00f.rat`, the plate's highlight variant, gives the pulse directly:
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| kf | t | alpha |
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|---|---|---|
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| 0 | 6 | `0x00` |
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| 1 | 29 | `0x06` |
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| 2 | 35 | `0x4a` |
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| 3 | 50 | `0x50` |
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| 4 | 58 | `0x50` (hold) |
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| 5 | 97 | `0x4a` |
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| 6 | 105 | `0x06` |
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A glow that fades in to `0x50` and back out — exactly a "press start" pulse.
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There is an **eighth** keyframe: fade `0x00ffffff` at the same position — the glow
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returns to **fully transparent**, so this is a closed cycle, not a one-shot ramp.
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🟡 **The cycle length is still not readable — and now that is an observation.**
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The eighth block's time slot contains the four bytes `end `, the record's ASCII
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terminator: the record simply stops there and the value does not exist. So the
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corpus's "a group's last block has no time of its own" rule holds here in a second
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form — not the next group's index, but the chunk terminator.
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Declared span is **≥ 105 units = 1.75 s**; measured **≈ 2.3 s** (≈ 138 units),
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which would need a final step of ≈ 33 units. **That 33 is fitted to the
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measurement, not read from the file**, and is recorded only so nobody re-derives
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it as if it were a decode.
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❔ **The word at `+0x004` is not a keyframe count.** It reads `0x003c0000` (60)
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here with 8 keyframes, and `0x001e0000` (30) in the loop records with 3. Whatever
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it is, it is not the count, and it is not decoded.
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### ❔ The declared 4.08 s build-in was not tested
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That was the intent of this recording and it did not work. The title was reached
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by **skipping the movie with Ⓐ**, which cuts to black and brings the title up on a
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path that may not be the normal one; and the visible rise (≈ 2.7 s, from t ≈ 0.8
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to 3.5) is a *luminance* curve, which
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[`screen-transitions.md`](screen-transitions.md) already establishes is **not**
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the fade quad's ramp. So ≈ 2.7 s neither confirms nor contradicts build 4's
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declared `16 → 261` (4.08 s); the two are not measuring the same thing.
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Testing it properly needs the title reached **without** a skip, and a way to
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separate the quad from the elements — neither of which this recording had.
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## ✅ For the port: build 4 alone, and groups HOLD rather than loop
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Both answers the port agent asked for, in one recording.
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### The capture — the title with no `PRESS Ⓐ` plate over it
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Ⓑ from the main menu returns to the title and the plate fades in **a beat later**,
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which opens a clean window. Recorded at 20 fps from the press:
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| | |
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|---|---|
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| title art appears | t ≈ 1.10 s |
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| builds in | 1.10 → 3.70 s (mean 41.8 → 63.2) |
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| **settled, still no plate** | **3.70 → 5.00 s** |
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| plate arrives | t ≈ 5.10 s (band jumps 282 → 3 755 bright px) |
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[`live-title-build4-no-plate.png`](captures/title-builds/live-title-build4-no-plate.png)
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is t = 4.0 s — build 4, settled, unobstructed. That is the reference for the
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washed-out cyan glow slab the port reports drawing and the game not having.
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### ✅ A keyframe group HOLDS at its last keyframe — it does not loop
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This follows from the decoded sweeps plus a measurement, and the two agree:
|
||
|
||
* `ptloop01.rat`'s final keyframe puts `pteff03.t32` at **x = 1521** and
|
||
`ptloop02.rat`'s puts `pteff03a.t32` at **x = −839** — both **off-screen** on a
|
||
1280-wide design. A group that holds therefore parks both sweep sprites out of
|
||
view and nothing moves after the build-in.
|
||
* Measured: over 18 s of settled title the centre tiles sit at **sd ≤ 0.01**
|
||
(per-tile map above). A looping group would recross the screen every **7.5 s**
|
||
and be unmissable.
|
||
|
||
So the name `loop*.rat` is misleading — in this build the records animate **once**
|
||
during the build-in and then rest off-screen. 🟡 This is about *these* groups on
|
||
*this* screen; nothing here says no group anywhere loops.
|
||
|
||
## ✅ The title's settled pose is `rest`, and the "washed-out slab" is a MISSING dim
|
||
|
||
The port agent could not decide whether `rest` or its played-out timeline is the
|
||
title's arrived pose (they disagree by 142–247/255), and separately reported a
|
||
*"washed-out cyan glow slab over the title logo that the running game doesn't
|
||
have"*. The plate-free capture settles both.
|
||
|
||
`sylpheed-cli screen render --build 4 --black`, edge-correlated against
|
||
[`live-title-build4-no-plate.png`](captures/title-builds/live-title-build4-no-plate.png)
|
||
— a capture of the real screen, so this is an independent oracle and not one
|
||
renderer checking another:
|
||
|
||
> **0.9163 at shift (0,0)**, and per band 0.92 / 0.78 / 0.93.
|
||
|
||
**Geometry is right**, so `rest` is the arrived pose for the title.
|
||
|
||
### The slab is the 25 % dim, absent — not a glow, present
|
||
|
||
`rest` alone is **uniformly too bright**, and the excess leans cyan:
|
||
|
||
| render | mean (render − capture) | R | G | B |
|
||
|---|---|---|---|---|
|
||
| `--black` | **+13.14** | +12.35 | +13.58 | +13.48 |
|
||
| `--black --primitives` | **+0.55** | +1.30 | +0.89 | −0.54 |
|
||
|
||
Drawing the `.prm` primitives collapses the excess to nothing. The element is
|
||
**`pteff02.prm`**, the 25 % dim quad (build 4, rest at `t=46`, fade `0x40` = 64 =
|
||
25 %) — and `--primitives` is **off by default**.
|
||
|
||
So the "washed-out cyan slab" is not something being drawn that shouldn't be. It
|
||
is the **dim that should be drawn and isn't**: without it every pixel sits ~13
|
||
high, 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.
|
||
|
||
### 🟡 The residual: right on average, not right per pixel
|
||
|
||
With primitives the *mean* is essentially exact (+0.55) but pixel agreement is
|
||
slightly **worse** — edge-correlation 0.9163 → **0.9066**, and pixels differing by
|
||
> 20 rise 108 051 → 162 636. So the dim's average contribution is right while its
|
||
application is not exactly the game's (blend mode or per-region alpha). Not
|
||
diagnosed.
|
||
|
||
### 🔴 The real defect: the logo swoosh is drawn white and thick
|
||
|
||
With the dim in place, the residual is **not uniform** — it is a dark patch beside
|
||
a bright one in one band:
|
||
|
||
```
|
||
row1 (y 112-225): -2.0 +3.0 -8.8 -38.6 -17.6 +16.2 +33.8 +24.4
|
||
```
|
||
|
||
Cropping that band from capture and render
|
||
([`title-swoosh-capture-vs-render.png`](captures/title-builds/title-swoosh-capture-vs-render.png))
|
||
shows it plainly: the game draws the logo's `Z` **swoosh thin, with a
|
||
pink/magenta edge**; our render draws it **thick and solid white**. Too bright to
|
||
its right, too dark where the game's thin stroke actually falls.
|
||
|
||
**This — not the missing dim — is the port agent's "washed-out slab over the title
|
||
logo".** The dim explains a *uniform* +13; the slab is this.
|
||
|
||
The elements are `ptlogo_back2.t32` (rest `(71,126)`, pivot `(500,117)` — a
|
||
1000 × 234 diagonal), its glow `ptlogo_back2eff.t32`, and the five
|
||
`ptlogo_back2eff1…5` segments at y ≈ 117–194 — exactly the band that disagrees.
|
||
|
||
🟡 **A connection worth chasing, not a diagnosis.** Those five segments are the
|
||
group whose **paint-order tie-break is the known unsolved residual**
|
||
([`structures/ui-paint-order-key.md`](structures/ui-paint-order-key.md)): they
|
||
share key `0x8083`, the game paints them `14,15,18,16,17`, the stable sort paints
|
||
`14,15,16,17,18`, and the measured cost is "`ptlogo_back2eff5` against `eff3`
|
||
(22 568 px) and against `eff4` (32 395 px)". **Same screen, same elements.**
|
||
|
||
❔ But a blend-order swap is a poor explanation for *white instead of pink* — that
|
||
looks like a tint or blend-mode problem, so I would expect a second cause.
|
||
|
||
### 🟡 A quantified cause for the GEOMETRY: the pivot belongs to the other language
|
||
|
||
The fade and tint fields are **not** the culprit — every keyframe of every swoosh
|
||
element carries `0x??ffffff`, white RGB with only alpha varying, and no tint is
|
||
anything but `0xffffffff`. Nor is the texture pink: `ptlogo_back2.t32` decodes
|
||
**blue**-leaning (175, 174, 198) and its glow warm (255, 253, 234).
|
||
|
||
What *is* wrong is the **pivot**. Checking every `GP_TITLE` element whose texture
|
||
we decode (109 of 178) against the rule *pivot = texture ÷ 2*:
|
||
|
||
| | |
|
||
|---|---|
|
||
| exact | 17 |
|
||
| off by ≤ 1 px (rounding) | 54 |
|
||
| off by ≤ 8 px | 14 |
|
||
| **off by > 8 px** | **24** |
|
||
|
||
and the gross ones are **concentrated on the title's logo elements**:
|
||
|
||
```
|
||
a60fcb85 ptlogo_back2.t32 pivot (500,117) texture 1118x262 -> implies (559,131) off 59.0
|
||
a60fcb85 ptlogo_back2eff.t32 pivot (507,126) texture 1133x280 -> implies (566,140) off 59.5
|
||
a60fcb85 ptlogo2.t32 pivot (449, 46) texture 992x104 -> implies (496, 52) off 47.0
|
||
b483e6e6 ptlogo1.t32 pivot (451, 50) texture 822x100 -> implies (411, 50) off 40.0
|
||
```
|
||
|
||
**Why:** build 4's `ptlogo_back2` pivot `(500,117)` is *exactly* half of the
|
||
**Japanese** texture (1000 × 234), not its own English one (1118 × 262). The
|
||
layout record is authored once and shared while the `.t32` sprites are swapped per
|
||
language — the effect
|
||
[`structures/ui-rat-layout.md`](structures/ui-rat-layout.md) warns about in
|
||
general, here measured on the screen where the render disagrees with the game.
|
||
Note it cuts **both ways**: the Japanese build's `ptlogo1` is off by 40 px too.
|
||
|
||
A 59 px offset on a 1118 px sprite is the right order to produce "too thick and
|
||
extending too far right", which is what the crop shows.
|
||
|
||
### 🔴 …and that candidate is refuted
|
||
|
||
Checked, as promised. `ui_layout`'s `blit` takes the drawn size from the
|
||
**texture** (`img.width`/`img.height`), and uses the pivot only for the
|
||
scale anchor:
|
||
|
||
```rust
|
||
let ox = kf.x - (pivot_x as i32 * (sx_pct as i32 - 100)) / 100;
|
||
```
|
||
|
||
At `sx_pct == 100` that term is **zero**. And **every one of the seven swoosh
|
||
elements is scale `(100,100)` at every keyframe** — `ptlogo_back2`,
|
||
`ptlogo_back2eff` and `ptlogo_back2eff1…5` all report a single scale. So the
|
||
pivot mismatch, real as it is in the data, **cannot** move or resize the swoosh in
|
||
our render.
|
||
|
||
⚠️ It is not harmless everywhere: `ptlogo1`/`ptlogo2` run scales
|
||
`100 → 101 → 103 → 112 → 150` during the build-in, so there the wrong pivot *does*
|
||
displace them — during the animation, not at rest.
|
||
|
||
### 🟡 So the swoosh defect is a BLEND problem, by elimination
|
||
|
||
Position and size are the texture's own and are right; fade is white-with-alpha;
|
||
tint is white; the texture is blue-leaning, not pink. What remains is how the
|
||
seven overlapping sprites are combined — `ptlogo_back2` is only **5.4 % opaque**,
|
||
its glow 10.3 %, the five `eff` segments 10–23 %, all white or warm. Stacked with
|
||
plain alpha-over they saturate toward opaque white, which is what we draw and
|
||
would read as "thicker" beside the game's thin coloured stroke. ❔ Not diagnosed —
|
||
no blend mode has been identified in the data.
|
||
|
||
### 🔴 Refuted on the way
|
||
|
||
The obvious guess — *our dim is applied over the whole frame instead of beneath
|
||
the UI, where its layer key puts it* — is **wrong**. If it were, the logo would
|
||
render too dark; it reads **+2.36** against a background of **−0.74**. The
|
||
compositor honours the paint order here.
|
||
|
||
|
||
## 🔴 The swoosh is not displaced either — and the residual is restated
|
||
|
||
Two more candidates eliminated, and the residual is smaller than earlier sections
|
||
implied.
|
||
|
||
**Not a displacement.** Shifting the render's swoosh band over ±80 px × ±8 px and
|
||
re-correlating peaks **sharply at (0, 0)** — 0.7342, falling to 0.22 at ±24 px and
|
||
0.10 at ±48. The swoosh is where it should be.
|
||
|
||
**Not additive blending.** See
|
||
[`structures/ui-paint-order-key.md`](structures/ui-paint-order-key.md): every
|
||
measure worsens.
|
||
|
||
**And the residual, restated with the current best render** (`--black
|
||
--primitives`, `rest()` fixed):
|
||
|
||
| | |
|
||
|---|---|
|
||
| whole-frame mean diff | **+0.55** |
|
||
| swoosh-band mean diff | **+1.83** |
|
||
| swoosh-band edge-correlation | **0.6971** (vs ≈ 0.92 frame-wide) |
|
||
|
||
⚠️ Earlier sections quoted band tiles at **+16 … +34**. Those were measured on a
|
||
render **without** `--primitives`. With the dim drawn the band's *average* is
|
||
nearly right; what is wrong is its **structure** — the tiles run −38.6 then +33.8
|
||
across the band and cancel. So the defect is neither brightness, nor position, nor
|
||
additive blending: it is a shape difference in one band, and it is **not
|
||
diagnosed**. Six candidates eliminated: pivot (twice — inert at scale 100, and no
|
||
measured displacement), `fade`, `tint`, texture colour, additive blend.
|
||
|
||
### 🔴 The capture IS settled — my own caveat, tested and withdrawn
|
||
|
||
The previous version of this section worried that the plate-free capture, at
|
||
t ≈ 4.0 s, might be too early: elements have keyframes to t = 600 (10 s), and
|
||
"settled" had been judged from mean luminance, which cannot see a thin sprite
|
||
still moving.
|
||
|
||
The plate sits at y ≈ 550–600, **disjoint** from the swoosh band at y 112–225, so
|
||
a *late* capture works even with the plate present. Correlating the render's band
|
||
against the same band at several ages of the screen:
|
||
|
||
| capture | band edge-corr | band mean |
|
||
|---|---|---|
|
||
| t = 4.0 s (plate-free) | **0.7342** | 126.63 |
|
||
| t = 6.0 s | 0.7351 | 126.97 |
|
||
| t = 12.0 s | 0.7352 | 126.98 |
|
||
| t = 18.0 s | 0.7353 | 126.98 |
|
||
| t = 21.5 s | 0.7353 | 126.98 |
|
||
|
||
Identical to within 0.001 over 17.5 s. **The band is settled by t = 4.0 s**, the
|
||
capture handed to the port agent is sound, and the caveat is withdrawn. It also
|
||
corroborates that the groups **hold**: nothing crosses that band in 22 s.
|
||
|
||
## The swoosh — SOLVED by draw capture (see below); the elimination trail kept
|
||
|
||
Seven candidates eliminated, none confirmed:
|
||
|
||
| candidate | verdict |
|
||
|---|---|
|
||
| element **pivot** (off by 59 px, authored for the other language) | inert — `blit` sizes from the texture and applies the pivot only when scale ≠ 100; all seven elements are scale `(100,100)` |
|
||
| **displacement** | none — shifting ±80 × ±8 px peaks sharply at (0,0), 0.734 → 0.22 at ±24 px |
|
||
| **`fade`** | `0x??ffffff` on every keyframe: white RGB, alpha only |
|
||
| **`tint`** | `0xffffffff` throughout |
|
||
| **texture colour** | blue-leaning (175,174,198); the glow warm — neither pink |
|
||
| **additive blend** via `T8aD +0x04` bit `0x02` | refuted: every measure worsens |
|
||
| **capture not settled** | refuted above |
|
||
|
||
The residual is stable and modest: band mean **+1.83**, band edge-correlation
|
||
**0.6971–0.735** against ≈ 0.92 frame-wide. Real, persistent, and **not located in
|
||
any field this project can read from the disc**.
|
||
|
||
**Where a next attempt should start, and it is not another field** — but check
|
||
what the tool actually records first, because the obvious phrasing of this is
|
||
wrong.
|
||
|
||
⚠️ **The per-draw capture does NOT record blend state.** Reading
|
||
`command_processor.cc`, each captured draw carries: primitive type, index count,
|
||
index-buffer address, vertex- and pixel-shader `ucode_data_hash`, the pixel
|
||
shader's **texture bindings** (base, dimensions, format), and **vertex attribute
|
||
0 of binding 0**. There is no `RB_BLENDCONTROL` / `RB_COLORCONTROL` dump. An
|
||
earlier version of this section claimed the capture "reads the actual blend
|
||
state"; it does not.
|
||
|
||
So the route splits:
|
||
|
||
* ✅ **Testable today, no code change** — whether the game passes a **vertex
|
||
colour** for those draws. The capture dumps vertex attributes, and a pink vertex
|
||
colour would explain white-versus-pink directly.
|
||
* ❔ **Needs a Canary change** — the blend mode itself, which means adding an
|
||
`RB_BLENDCONTROL` dump to the same capture path.
|
||
|
||
Either way it is instrumentation of the running guest, not another field in the
|
||
file.
|
||
|
||
|
||
## ✅ SOLVED — the game draws the swoosh as ROTATED QUADS, which our blit cannot
|
||
|
||
The route named in the previous section was run: `--ui_draw_capture_frames=3`,
|
||
armed with F10 on the settled title.
|
||
[`title-draw-capture-vertex-colours.log`](captures/title-builds/title-draw-capture-vertex-colours.log)
|
||
is the capture, 22 draws over 3 frames.
|
||
|
||
### 🔴 First, the vertex-colour hypothesis dies
|
||
|
||
Every vertex colour in the entire capture is `<alpha>FFFFFF` — **white RGB**, only
|
||
the alpha varying: `FFFFFFFF`, `C5FFFFFF`, `C3FFFFFF`, `B8FFFFFF`, `B6FFFFFF`,
|
||
`31FFFFFF`, `1EFFFFFF`. The game passes no colour. That was the eighth candidate.
|
||
|
||
### ✅ And the ninth is the answer — it is the GEOMETRY
|
||
|
||
Draw 2 submits **two parallelograms, neither axis-aligned**:
|
||
|
||
| quad | corners (NDC) | edge `v0→v1` | axis-aligned? |
|
||
|---|---|---|---|
|
||
| A | `(0.70,1.58) (1.24,1.02) (0.40,−1.57) (−0.14,−1.02)` | `(0.54, −0.56)` | **no** |
|
||
| B | `(−1.29,1.02) (−0.85,1.81) (0.75,−1.02) (0.31,−1.81)` | `(0.44, 0.79)` | **no** |
|
||
|
||
Both verified parallelograms (opposite edges equal to 0.01), both **rotated** —
|
||
roughly 45° and 61° — and both extending to `y = ±1.81`, well beyond the screen.
|
||
That is the diagonal `Z` stroke.
|
||
|
||
**Our compositor cannot draw that.** `ui_layout::blit` walks destination rows and
|
||
columns of an **axis-aligned rectangle** (`for row in 0..dh { for col in 0..dw`),
|
||
sampling the source by a straight ratio. It has no rotation. So the swoosh is
|
||
blitted upright where the game draws it skewed — which is exactly the observed
|
||
signature: **right on average (+1.83), right in position (peak at (0,0)), wrong in
|
||
structure (edge-corr 0.70)**, dark on one side of the true stroke and bright on
|
||
the other.
|
||
|
||
### ❔ And a real gap in the decoded format
|
||
|
||
The keyframe carries `fade`, `scale_x`, `scale_y`, `tint`, `x`, `y`, `time`
|
||
([`ui_layout.rs`](../../crates/sylpheed-formats/src/ui_layout.rs)) — **no
|
||
rotation**. So where the game's rotation comes from is **not decoded**: either a
|
||
field not yet identified, or the element is positioned by code rather than by its
|
||
keyframes. That is the open question this leaves.
|
||
|
||
⚠️ **The "pink versus white" reading is now suspect.** It was a visual comparison
|
||
of two differently-*shaped* renderings. Whether any colour difference survives
|
||
correct geometry is **untested**, and should be re-checked rather than carried
|
||
forward as a separate defect. |