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 Withdrawn from MISSION.md; METHOD and REFUTED lines added.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.
182 lines
10 KiB
Markdown
182 lines
10 KiB
Markdown
# Primary objective — answer everything the menu port needs
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**Status:** active, set 2026-08-28. This replaces "work the RE backlog" as the
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agent's primary objective. It does not change what the agent *does* — it is still
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reverse engineering — it changes what earns attention: an item is worth doing
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when the menu port is blocked on it.
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## Who builds what
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**You do not build the port.** A separate agent will build it, from what you
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produce. Your deliverable is decoded, verified, written-down answers plus the
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reference data that proves them.
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| | container agent (you) | port agent |
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|---|---|---|
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| decodes the disc | ✅ | ❌ — consumes your answers |
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| measures the running game | ✅ | ❌ — no emulator |
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| writes `docs/re/` and `docs/port/HANDOFF.md` | ✅ | reads them |
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| Godot project, asset pipeline, transcoding | ❌ | ✅ |
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If you find yourself designing an export schema or writing GDScript, you have
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crossed the line. Stop and go back to the question you were answering.
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`crates/sylpheed-viewer` is also **not yours to change** for this objective. The
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Explorer is the human's tool for exploring and verifying the RE work, it keeps its
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static-data-only rule, and the port does not depend on it.
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## The target
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Someone else has to build this, from your answers alone:
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```
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developer logo splash → intro video → title / PRESS Ⓐ → main menu → submenus
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```
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No gameplay, no 3D, no HUD, no missions. If an answer is not needed to put those
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five screens on a display and let a person move through them with a d-pad and Ⓐ,
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it is not in this objective.
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## What is already answered
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Do not re-derive these. They are in `docs/re/` and the
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[disc atlas](../re/disc-atlas.html):
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* **The screen archive.** `GP_TITLE.pak` holds the whole title-side tree — build 4
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the title with animating wordmarks, build 5 the five-button main menu, builds
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6/8/9 submenus, and the developer splash as the `palogo` bundle in the same pak.
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* **Buttons are identifiable as data.** Element kind `0x3002` is a button, `0x0`
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decoration, `0x10` a primitive; buttons sort top-to-bottom by resting Y; each
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pairs with an `f`-suffixed highlighted variant.
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* **The screen vocabulary.** The GamePart id table, 29 entries at `.rdata
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0x820A1630`, confirmed by the executable's own factory-registration strings.
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* **The resting pose rule** — the hold, not the longest dwell — and that a
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keyframe is the *start of a ramp*.
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* **Screen composition**, pixel-accurate for the tutorial pause menu and the title
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main menu, via `sylpheed-cli screen render`.
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* **The logo splash is not a video.** `logo1`–`logo4` are manifest-bound with no
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`.wmv` on the disc; the splash is the RATC screen, which already renders.
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## The open questions — these are the objective
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Ordered by what blocks the port earliest. Each is done when its **gate** exists:
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a written `docs/re/` result with the evidence, and reference data committed
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alongside it.
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| | Question | Gate |
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|---|---|---|
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| **Q1** | **What is a keyframe time?** Values run 16…269. 60 Hz frames would make the title intro ~4.5 s — plausible and untested. Also: is the ramp linear, or eased? | A measured answer against the running game, not an inference. Everything animated downstream depends on this number |
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| **Q2** | **Which build is which screen state?** Confirm build↔state for splash, title/PRESS Ⓐ, main menu and each submenu | A table, each row confirmed against a capture of the real screen |
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| **Q3** | **Paint order for these six screens.** Solved at runtime, unsolved from the file — the declaration table is provably not it | Either a rule derived from the bundle, or six measured orders and a clear statement that no file-side rule was found |
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| **Q4** | **What does each button do?** Labels are baked into the sprites; no decoded field says which GamePart a button opens | Button → GamePart id, from code or from driving the game. Say which |
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| **Q5** | **Navigation semantics.** Initial focus, wrap-around at the ends, whether left/right does anything, what B does on each screen | Observed behaviour, per screen |
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| **Q6** | **The boot sequence, and what drives it.** Order is observable; the *data or code* that sequences it is not decoded. Include the attract loop and what returns to the title | The sequence, plus whatever the game reads to decide it |
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| **Q7** | **Transitions.** What happens visually between screens — the `pteff00.prm` quads, a fade, a cut — and its timing | Described and timed against a capture |
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| **Q8** | **Menu audio.** Which BGM per screen; which cue on move / confirm / back / error. The cue table is complete; the event binding is not | Cue names bound to events, with how you established each |
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| **Q9** | **Video binding.** Which movie is the boot intro vs the new-game intro; whether playback is skippable and what ends it | Named movies plus the playback rules |
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| **Q10** | **What are a music bank's sub-waves?** `BGM_001.slb` is three sub-waves — 10 KB, 4.47 MB, 4.67 MB — and we currently **concatenate them blindly** into one 347 s track. Two near-equal halves could be intro + loop, or two variations, or two halves of one piece. A menu that loops its music needs to know which | The role of each sub-wave, established for at least the menu BGM. "Concatenate" is a decision, not a default — right now it is a default nobody chose |
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| **S1** | ~~**Ready Room probe.**~~ **DONE 2026-08-28 — [no-go](../re/ready-room-probe.md).** It is 2D and enumerates fine, but the pak is briefing/tactical-map content, not the Ready Room menu | ✅ go/no-go written |
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## 🟡 Needs one more run — a Japanese-locale capture
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Recorded rather than worked around, per "do not improvise around a blocker".
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Two questions have converged on needing **one capture we cannot take**: a running
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capture of `GP_TITLE` **build 7**, the Japanese title screen.
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* Q1's keyframe-time association. The shifted reading is favoured 26× by a
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calibration-free measurement, and the only render it changes on the whole disc
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is build 7 ([`ui-keyframe-time-unit.md`](../re/ui-keyframe-time-unit.md)).
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* What `rest()` should return for a plateau-less element. The one element that
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discriminates, `ptlogo_eff3.t32`, is also in build 7
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([`structures/ui-resting-pose.md`](../re/structures/ui-resting-pose.md)).
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**🔴 The "cannot" was wrong, and is withdrawn (2026-08-29).** It is true that
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`user_language` is only ever `DECLARE_int32` here, with no `DEFINE` and no entry
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in `xenia-canary.config.toml`, so there is no flag to pass — and passing an
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unknown one is specifically dangerous, because `run-canary`'s own header records
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that xenia calls `ShowSimpleMessageBox` from `ParseLaunchArguments` *before*
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logging starts. But the cvar is not the only route, and I stopped at the first
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one I checked.
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**The language is persisted, and canary's own file is writable.**
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`kernel_state.cc` builds `XConfig` over `<storage_root>/xconfig.settings`, which
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exists here at `/sylph-home/re/.local/share/Xenia/xconfig.settings` (6 680 B).
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`user.language` is a **big-endian u32 at file offset `0x912`**, located by three
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independent landmarks rather than guessed:
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| landmark | expected | found |
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| `music_volume` (`User+449`) | `0.7f` | BE float at 2727 → `User` base `0x8e6` |
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| `language` (`User+44`) | `1` = `kEnglish`, the hard-coded default | **1** at `0x912` |
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| `country` (`User+64`) | United States | `103` at `0x926` |
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`XLanguage::kJapanese = 2` (`xbox.h:307`). Writing 2 there and restoring
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afterwards is using canary's own persistence, not patching its code.
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**🟡 Still not settled, for a smaller reason.** A run with the locale set to
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Japanese booted fine, but **never reached the title in 787 s** — `wait_title.sh`'s
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green-Ⓐ oracle never fired, and burst-sampling 8 frames found none correlating
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above 0.18 with either build-7 render. The run sat in the attract loop. So this
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needs a *longer or pad-driven* run, not a rebuilt emulator. The locale was
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restored to English afterwards.
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⚠️ Neither question blocks the five menu screens. Q1's *interpolation law* is
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settled and only multi-keyframe absolute timing is open; `rest()` differs from
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its alternative on **one** element across all five screens, and the current
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answer there is the defensible one.
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## Known unknowns — say so, do not fill them in
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Some of these may turn out to be undecodable. That is a valid, useful answer, and
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it is better than a guess, because the port agent will otherwise have to author
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the mapping by hand and needs to know it is authoring rather than transcribing.
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For each question, the answer is one of:
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* **decoded** — here is the field, here is the disc-wide check;
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* **measured** — not on the disc in any form we found, but here is what the
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running game does, and here is the capture;
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* **undecodable, with reach** — we looked here, here and here, and this is why it
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is not there.
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Never a fourth thing. In particular: if Q4 ends as "read the labels off the sprite
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images by eye", say exactly that — it is then an authored mapping on the port
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side, not a disc fact, and mislabelling it would put a guess into the port wearing
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the badge of a measurement.
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## The Ready Room probe (S1) — one iteration, then stop
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`GP_READY_ROOM.pak` is the largest UI archive on the disc, 1 106 entries, and only
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**6 of its names resolve**. It is also ISL-scripted. That is either a week or a
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quarter, and one cheap test tells you which.
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Our screen catalog enumerates bundles by **content**, not by name — `is_build` /
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`is_composable` read the bytes — so unrecoverable *paths* do not necessarily mean
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unrenderable *screens*.
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```bash
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sylpheed-cli screen list "$SYLPHEED_DISC/dat/GP_READY_ROOM.pak"
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sylpheed-cli screen render --build <n> "$SYLPHEED_DISC/dat/GP_READY_ROOM.pak" /tmp/rr.png
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```
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Report how many builds it finds, whether any composite looks like a Ready Room,
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and **whether the room is 2D at all** or 3D with a UI overlay — if it is 3D the
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answer is no-go by definition, not "try harder".
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**Then stop and write the go/no-go.** Do not start Ready Room work on your own
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authority.
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## Handing it over
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[`HANDOFF.md`](HANDOFF.md) is the single page the port agent reads. Keep it
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current as you answer questions: it is a summary with links into `docs/re/`, not a
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second copy of the findings. An answer that is not reachable from HANDOFF.md has
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not been delivered.
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## Out of scope
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3D, gameplay, HUD, missions, save/load, localisation beyond English, the Godot
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project itself, any asset pipeline, and any archive outside `GP_TITLE`,
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`tables.pak`, `sound.pak` and `dat/movie/` — except for the S1 probe.
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