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Syplheed-Reborn/docs/port/MISSION.md
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Withdrawn from MISSION.md; METHOD and REFUTED lines added.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

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# Primary objective — answer everything the menu port needs
**Status:** active, set 2026-08-28. This replaces "work the RE backlog" as the
agent's primary objective. It does not change what the agent *does* — it is still
reverse engineering — it changes what earns attention: an item is worth doing
when the menu port is blocked on it.
## Who builds what
**You do not build the port.** A separate agent will build it, from what you
produce. Your deliverable is decoded, verified, written-down answers plus the
reference data that proves them.
| | container agent (you) | port agent |
|---|---|---|
| decodes the disc | ✅ | ❌ — consumes your answers |
| measures the running game | ✅ | ❌ — no emulator |
| writes `docs/re/` and `docs/port/HANDOFF.md` | ✅ | reads them |
| Godot project, asset pipeline, transcoding | ❌ | ✅ |
If you find yourself designing an export schema or writing GDScript, you have
crossed the line. Stop and go back to the question you were answering.
`crates/sylpheed-viewer` is also **not yours to change** for this objective. The
Explorer is the human's tool for exploring and verifying the RE work, it keeps its
static-data-only rule, and the port does not depend on it.
## The target
Someone else has to build this, from your answers alone:
```
developer logo splash → intro video → title / PRESS Ⓐ → main menu → submenus
```
No gameplay, no 3D, no HUD, no missions. If an answer is not needed to put those
five screens on a display and let a person move through them with a d-pad and Ⓐ,
it is not in this objective.
## What is already answered
Do not re-derive these. They are in `docs/re/` and the
[disc atlas](../re/disc-atlas.html):
* **The screen archive.** `GP_TITLE.pak` holds the whole title-side tree — build 4
the title with animating wordmarks, build 5 the five-button main menu, builds
6/8/9 submenus, and the developer splash as the `palogo` bundle in the same pak.
* **Buttons are identifiable as data.** Element kind `0x3002` is a button, `0x0`
decoration, `0x10` a primitive; buttons sort top-to-bottom by resting Y; each
pairs with an `f`-suffixed highlighted variant.
* **The screen vocabulary.** The GamePart id table, 29 entries at `.rdata
0x820A1630`, confirmed by the executable's own factory-registration strings.
* **The resting pose rule** — the hold, not the longest dwell — and that a
keyframe is the *start of a ramp*.
* **Screen composition**, pixel-accurate for the tutorial pause menu and the title
main menu, via `sylpheed-cli screen render`.
* **The logo splash is not a video.** `logo1``logo4` are manifest-bound with no
`.wmv` on the disc; the splash is the RATC screen, which already renders.
## The open questions — these are the objective
Ordered by what blocks the port earliest. Each is done when its **gate** exists:
a written `docs/re/` result with the evidence, and reference data committed
alongside it.
| | Question | Gate |
|---|---|---|
| **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 |
| **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 |
| **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 |
| **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 |
| **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 |
| **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 |
| **Q7** | **Transitions.** What happens visually between screens — the `pteff00.prm` quads, a fade, a cut — and its timing | Described and timed against a capture |
| **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 |
| **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 |
| **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 |
| **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 |
## 🟡 Needs one more run — a Japanese-locale capture
Recorded rather than worked around, per "do not improvise around a blocker".
Two questions have converged on needing **one capture we cannot take**: a running
capture of `GP_TITLE` **build 7**, the Japanese title screen.
* Q1's keyframe-time association. The shifted reading is favoured 26× by a
calibration-free measurement, and the only render it changes on the whole disc
is build 7 ([`ui-keyframe-time-unit.md`](../re/ui-keyframe-time-unit.md)).
* What `rest()` should return for a plateau-less element. The one element that
discriminates, `ptlogo_eff3.t32`, is also in build 7
([`structures/ui-resting-pose.md`](../re/structures/ui-resting-pose.md)).
**🔴 The "cannot" was wrong, and is withdrawn (2026-08-29).** It is true that
`user_language` is only ever `DECLARE_int32` here, with no `DEFINE` and no entry
in `xenia-canary.config.toml`, so there is no flag to pass — and passing an
unknown one is specifically dangerous, because `run-canary`'s own header records
that xenia calls `ShowSimpleMessageBox` from `ParseLaunchArguments` *before*
logging starts. But the cvar is not the only route, and I stopped at the first
one I checked.
**The language is persisted, and canary's own file is writable.**
`kernel_state.cc` builds `XConfig` over `<storage_root>/xconfig.settings`, which
exists here at `/sylph-home/re/.local/share/Xenia/xconfig.settings` (6 680 B).
`user.language` is a **big-endian u32 at file offset `0x912`**, located by three
independent landmarks rather than guessed:
| landmark | expected | found |
|---|---|---|
| `music_volume` (`User+449`) | `0.7f` | BE float at 2727 → `User` base `0x8e6` |
| `language` (`User+44`) | `1` = `kEnglish`, the hard-coded default | **1** at `0x912` |
| `country` (`User+64`) | United States | `103` at `0x926` |
`XLanguage::kJapanese = 2` (`xbox.h:307`). Writing 2 there and restoring
afterwards is using canary's own persistence, not patching its code.
**🟡 Still not settled, for a smaller reason.** A run with the locale set to
Japanese booted fine, but **never reached the title in 787 s**`wait_title.sh`'s
green-Ⓐ oracle never fired, and burst-sampling 8 frames found none correlating
above 0.18 with either build-7 render. The run sat in the attract loop. So this
needs a *longer or pad-driven* run, not a rebuilt emulator. The locale was
restored to English afterwards.
⚠️ Neither question blocks the five menu screens. Q1's *interpolation law* is
settled and only multi-keyframe absolute timing is open; `rest()` differs from
its alternative on **one** element across all five screens, and the current
answer there is the defensible one.
## Known unknowns — say so, do not fill them in
Some of these may turn out to be undecodable. That is a valid, useful answer, and
it is better than a guess, because the port agent will otherwise have to author
the mapping by hand and needs to know it is authoring rather than transcribing.
For each question, the answer is one of:
* **decoded** — here is the field, here is the disc-wide check;
* **measured** — not on the disc in any form we found, but here is what the
running game does, and here is the capture;
* **undecodable, with reach** — we looked here, here and here, and this is why it
is not there.
Never a fourth thing. In particular: if Q4 ends as "read the labels off the sprite
images by eye", say exactly that — it is then an authored mapping on the port
side, not a disc fact, and mislabelling it would put a guess into the port wearing
the badge of a measurement.
## The Ready Room probe (S1) — one iteration, then stop
`GP_READY_ROOM.pak` is the largest UI archive on the disc, 1 106 entries, and only
**6 of its names resolve**. It is also ISL-scripted. That is either a week or a
quarter, and one cheap test tells you which.
Our screen catalog enumerates bundles by **content**, not by name — `is_build` /
`is_composable` read the bytes — so unrecoverable *paths* do not necessarily mean
unrenderable *screens*.
```bash
sylpheed-cli screen list "$SYLPHEED_DISC/dat/GP_READY_ROOM.pak"
sylpheed-cli screen render --build <n> "$SYLPHEED_DISC/dat/GP_READY_ROOM.pak" /tmp/rr.png
```
Report how many builds it finds, whether any composite looks like a Ready Room,
and **whether the room is 2D at all** or 3D with a UI overlay — if it is 3D the
answer is no-go by definition, not "try harder".
**Then stop and write the go/no-go.** Do not start Ready Room work on your own
authority.
## Handing it over
[`HANDOFF.md`](HANDOFF.md) is the single page the port agent reads. Keep it
current as you answer questions: it is a summary with links into `docs/re/`, not a
second copy of the findings. An answer that is not reachable from HANDOFF.md has
not been delivered.
## Out of scope
3D, gameplay, HUD, missions, save/load, localisation beyond English, the Godot
project itself, any asset pipeline, and any archive outside `GP_TITLE`,
`tables.pak`, `sound.pak` and `dat/movie/` — except for the S1 probe.