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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](../port/MISSION.md). 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title, 5 main menu, 6/8/9 submenus"* — is **partly wrong** and is withdrawn: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`](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`](captures/title-builds/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`](captures/title-builds/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`](captures/title-builds/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`](captures/title-builds/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`](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`](captures/title-builds/live-splash-publisher.png),
[`live-splash-developer.png`](captures/title-builds/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`](captures/title-builds/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`](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
```bash
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`](METHOD.md).