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Syplheed-Reborn/docs/re/ui-title-build-map.md
Sylpheed RE agent 113c25aac1 re: the splash's timing is decoded, and the fade-out matches to 0.03 s
Closing the caveat I left last iteration -- the splash timing was +/-0.5s
because I sampled at 2 fps, and at that rate I could not see ramps at
all, only plateaus.

Re-recorded at 10 fps: the splash FADES, both in and out, rather than
cutting. And the bundles declare it. palogo_sqex.t32 carries keyframes
[15 30 235 239 251 255] and palogo_gamearts.t32 [15 30 190 194 206 210],
each with an _eff glow child on [15 30 45]. Under Q1's 1 unit = 1/60 s
that is a 0.25 s ramp in, a 3.42 s or 2.67 s hold, and a 0.33 s fade out
-- against measured holds of about 3.5 s and 2.4 s and fade-outs of about
0.3 s. The constant 0.35 s offset between declared and measured start is
just that my recording's t=0 is when the WINDOW appears, not when the
guest starts drawing.

So the first screen's animation moves from measured to decoded: the port
reads it off the disc instead of trusting my stopwatch.

It also explains something the capture showed and I had no account for.
The brightness overshoots on the way in -- peaks at 0.8 s, settles by
1.1 s -- which reads as a bloom. It is the _eff glow child, whose
keyframes run 15 -> 30 -> 45, ramping in after the logo and back down
while the logo holds. Mechanical, not a rendering artifact.
2026-08-28 20:39:17 +00:00

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Which GP_TITLE build is which screen — measured against the running game

Status: ✅ CONFIRMED for the four screens the boot path actually shows (title art, PRESS Ⓐ BUTTON, main menu, EXTRAS); 🟡 PROBABLE for their Japanese twins; ❔ open for the two DELTASABER plates.

Answers MISSION Q2. The previous statement — "build 4 title, 5 main menu, 6/8/9 submenus" — is partly wrong and is withdrawn: build 8 is the Japanese main menu, not a submenu, and GP_TITLE holds exactly one submenu (EXTRAS), in two languages.

The archive is eight screens, each shipped twice

GP_TITLE.pak has 16 entries; sylpheed-cli screen list calls 12 of them composable builds. The 16 fall into eight pairs, and each pair's two members have near-identical sizes and name hashes that differ by a constant — one character of the name apart:

entry hash bytes build idx pair
0 01a2db9c 483 958 0 A
1 0ff0b8a8 483 958 1 A
2 285d8849 267 014 2 B
3 369773cb 267 014 3 B
4 a60fcb85 12 278 666 4 C
7 b483e6e6 13 363 328 7 C
5 a715f485 6 977 437 5 D
8 b58a0fe6 6 931 653 8 D
6 a81c1d85 6 549 126 6 E
9 b69038e6 6 548 438 9 E
10 cdba806e 426 473 — F
13 db2ea1f8 423 333 — F
11 cec0a96e 999 643 — G
14 dc34caf8 999 643 — G
12 cf2a8ccd 1 774 639 10 H
15 dd56d99b 1 774 639 11 H

For the three pairs whose members differ visibly — C, D, E — the difference is English versus Japanese: build 7 is the title art with the katakana subtitle プロジェクト シルフィード, build 8 the main menu reading 新規 / ロード / チュートリアル / オプション / エクストラ, build 9 the EXTRAS submenu as エクストラ. That is the whole of the language split we can see. In pairs A, B and H the two members render byte-identical PNGs — the archive still carries two copies, but the artwork does not change with the language.

Pairs F and G are the four entries screen list does not classify as builds by default. They are the developer splash, and they render — see below.

The map

Contact sheet of every render: captures/title-builds/title-build-contact-sheet.png.

build what it is confirmed how
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
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
4 title art, English (PROJECT SYLPHEED, ™, (C)2006,2007 SQUARE ENIX) ✅ live-title-press-a.png
7 the same, Japanese 🟡 renders as the JP twin of build 4; the container runs an English locale, so it was not seen
5 main menu, English: NEW GAME / LOAD GAME / TUTORIAL / OPTIONS / EXTRAS, footer Ⓐ : OK ✅ live-main-menu.png — element for element
8 the same, Japanese 🟡 as above
6 the EXTRAS submenu, English: MISSION SELECT / MOVIE THEATER / BACK, footer Ⓐ : OK Ⓑ : Back ✅ live-extras.png
9 the same, Japanese 🟡 as above
10, 11 the same DELTASABER plate as build 0, over a dark circuit-line background ❔ not observed running

✅ The splash — the four "non-build" entries, rendered

screen list --all widens the enumeration to every composable bundle and shows all 16 entries. The four that the default listing drops are the two halves of the developer splash, each shipped twice:

entry elements / sprites what it is
10, 13 3 / 2 the white SQUARE ENIX publisher logo
11, 14 7 / 6 GAME ARTS / SETA / studio anima — the developer logos

splash-entries-rendered.png. Rendered with screen render --all --primitives --black. Entry 11's seven elements are the three logos, their three _eff glows and the palogo_eff0.prm black backdrop — exactly the composition structures/ui-paint-order-key.md measured for the splash.

✅ Confirmed against the running game — 2026-08-28

The 🟡 above ("no framebuffer capture to diff against") is closed. Recording the boot from the moment the window appears, at 2 fps, catches the splash before the movie: live-splash-publisher.png, live-splash-developer.png.

Edge-correlated against the renders, with the other half as a negative control:

capture vs entry 10 vs entry 11
publisher frame (t ≈ 2.0 s) 0.9146 @ (0,0) 0.027 ✗
developer frame (t ≈ 6.0 s) −0.033 ✗ 0.9792 @ (0,0)

Both halves match their own render at zero shift and are firmly rejected by the other. The 13/14 twins score 0.876 / 0.966 — near-identical artwork, so this test cannot tell a pair apart, only a screen from a different screen.

✅ The splash's timing is DECODED, and the capture confirms it

Re-recorded at 10 fps (the 2 fps pass below was ±0.5 s and could not see ramps at all). The splash fades, both ways — it does not cut — and the bundle's own keyframes say so:

$ sylpheed-cli screen info --all --build 10 GP_TITLE.pak
1  palogo_sqex.t32       7 kf  [15  30  235 239 251 255  -]
2  palogo_sqex_eff.t32   4 kf  [15  30  45  -]              (the glow, child of 1)

$ ... --build 11
1  palogo_gamearts.t32   7 kf  [15  30  190 194 206 210  -]   (seta, anima identical)
2  palogo_gamearts_eff   4 kf  [15  30  45  -]

Under Q1's 1 unit = 1/60 s:

declared measured at 10 fps
SQUARE ENIX ramp in 15 → 30 = 0.25 s rise 0.4 → 0.8 s
SQUARE ENIX hold 30 → 235 = 3.42 s ≈ 3.5 s (0.8 → 4.3 s)
SQUARE ENIX fade out 235 → 255 = 0.33 s ≈ 0.3 s (4.4 → 4.7 s)
developer hold 30 → 190 = 2.67 s ≈ 2.4 s (5.6 → 8.0 s)
developer fade out 190 → 210 = 0.33 s ≈ 0.3 s (8.1 → 8.4 s)

The offset between declared and measured start is ≈ 0.35 s, which is simply that the recording's t = 0 is when the window appears, not when the guest starts drawing. Everything downstream of that lines up.

The overshoot is the glow. The measured rise peaks (6.21) at 0.8 s and settles back (5.39) by 1.1 s, which looks like a bloom. It is the _eff child element: its keyframes are 15 → 30 → 45, so it ramps in after the logo and then back down, while the logo itself holds. Decoded, not a rendering artifact.

So the port can read the splash's timing off the disc rather than author it — the first screen's animation is not a measurement it has to trust.

The wall-clock sequence, for orientation

SQUARE ENIX on screen ≈ 0.5 → 4.0 s after the window appears
black ≈ 4.5 s
GAME ARTS / SETA / studio anima ≈ 5.0 → 7.5 s
black ≈ 9.0 s
ADV.wmv begins ≈ 9.5 s

⚠️ The frames at ≈ 9.5–12.5 s show SQUARE ENIX again in cyan. That is not a third splash — it is the intro movie's own opening, which the milestone-2 notes describe as "white SQUARE ENIX + cyan glow + red diamonds". A capture-only reading would have recorded a third logo screen that does not exist.

So the first of the five screens now has a reference composite, a framebuffer capture, and its on-screen durations.

Reach of the two negatives. Builds 0/1 and 10/11 were looked for in: the whole boot sequence (a 5 s-cadence filmstrip from launch to the title, ~190 s), the title, the main menu, the EXTRAS submenu, the LOAD GAME slot list, the transition into MISSION SELECT (a 40-frame burst), and the attract cycle. They appear in none of them. The obvious remaining candidate is a long load — a mission launch — which is out of this objective's scope; they are most likely a loading/AI-chatter plate. That is a hypothesis, not a result.

Three things the captures settle beyond the map

The live title is two builds composited. Build 4 draws the art; build 2 draws PRESS Ⓐ BUTTON on top, and it fades in a beat later — a screenshot taken 2.5 s after arriving at the title has the art and no plate, one taken ~1 s later has both. The port must treat the plate as its own timed element.

The attract-loop title carries the plate too. After ~8–10 s idle the title fades to black, a full-motion video plays for ~85 s, and the title comes back — with PRESS Ⓐ BUTTON (live-attract-title-press-a-band.png). This is consistent with, and adds nothing to, the draw-quad comparison in canary-scripted-input-traps.md: the plate is not the tell that distinguishes the boot title from the attract title.

EXTRAS is the only main-menu destination inside GP_TITLE. Ⓐ on EXTRAS opens build 6 — measured. The other four destinations leave the archive: Ⓐ on LOAD GAME opened a LOAD GAME slot list, and Ⓐ on MISSION SELECT inside EXTRAS opened a MISSION SELECT screen, neither of which is a GP_TITLE build. dat/ carries GP_SAVE_LOAD.pak, GP_TUTORIAL.pak, GP_OPTIONS.pak, GP_MISSION_SELECT.pak and GP_MOVIE_THEATER.pak; that those are the archives behind the other four buttons is an inference from the names, not a measurement.

How to reproduce

sylpheed-cli screen list  "$SYLPHEED_DISC/dat/GP_TITLE.pak"
sylpheed-cli screen render --build 6 "$SYLPHEED_DISC/dat/GP_TITLE.pak" /tmp/b6.png
tools/re-capture/boot_menu.sh q2      # boots to the main menu, cursor on NEW GAME
tools/re-capture/pad.py dpad down 0.35 # x4 -> EXTRAS
tools/re-capture/pad.py tap A 0.30

Mind the d-pad hold — see METHOD.md.