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Syplheed-Reborn/docs/re/structures/ui-8ax-fullres-background.md
Sylpheed RE agent 3490fba9e3 re(ui): settle 8AX vs ptbase statically -- the game draws the full-res one
I had parked this as "needs a per-draw capture recording texture base
addresses". It did not. 8AX (1280x720) and ptbase (640x360 at 200%) are
the SAME artwork at two resolutions, which is exactly why comparing
either against a capture is inconclusive -- and why comparing their
DIFFERENCE is not. Compute 8AX - upscale(ptbase), the detail only 8AX
has, and ask whether the capture contains it.

Both candidates are first mapped into the capture's tone domain with the
measured gamma; without that the residual is dominated by the tone
difference and the test is blind.

  main menu  corr +0.0475   controls +0.0032 shift, -0.0075 flip   68% of ceiling
  title      corr +0.0634   controls +0.0095 shift, +0.0086 flip   68% of ceiling

Two independent screens, both at 68% of the theoretical ceiling
(sd of the 8AX-only detail over sd of the capture residual), 7-15x their
matched controls. The controls preserve spatial correlation and destroy
only alignment, so they are what "no signal" looks like.

So the recommendation changes: resolve the name and draw 8AX at 1:1.
Upscaling ptbase 2x is wrong, not merely softer. Still do not draw both --
an opaque layer over an identical one costs fill and hides later changes,
and ptbase's element is the one carrying the keyframes, so a consumer
needs its timing with 8AX's pixels.

Also recorded and withdrawn: a cruder pixel-pair test gave 0.00-0.72 for
upscales, 0.98 native and 1.01 for the capture -- apparently decisive.
Additive noise raises both terms of that ratio equally and drives any
value toward 1; fitting a noise term, both "native + noise" and "bilinear
+ noise" reproduce the observed numbers. The conclusion is right, that
test does not establish it, and it is in REFUTED because the number looks
conclusive and is not.

Not shown: whether ptbase is also drawn underneath. 8AX is ~86% opaque
and carries the same art, so it would hide it either way.
2026-08-29 02:40:53 +00:00

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🟡 pteff04 / pteff05 are dropped — the texture is registered as 8AX

Status: 🟡 a real name-resolution gap, currently harmless to look at, and the obvious fix would make the render worse. Found by auditing what screen render silently omits on the port's five screens.

What screen render drops, and why

sylpheed-cli screen render reports its omissions. On the five screens the port needs, every one is accounted for except two:

screen not drawn reason
title (4) ptlogo1×2, ptlogo2×2 kind & 0x4 ghost instances — the draw capture shows one quad per wordmark
pteff00.prm, pteff02.prm .prm primitives, off without --primitives
ptloop01.rat, ptloop02.rat loop* animations, off without --animated
pteff04.t32 ⚠️ unexplained — this page
main menu (5), EXTRAS (6) as above, plus pteff05.t32 ⚠️ same
splash (10, 11) palogo_eff0.prm primitive

pteff04/pteff05 are kind = 0x0, one keyframe, rest a = 255, and pivot (640,360) — i.e. a full-screen, fully opaque element. Exactly the shape of the defect the port agent reported (an element the game draws that we omit).

The cause: the element's name and its texture's name differ

Both names occur twice per bundle, the same as pteff03.t32, which resolves fine. The difference is what follows the opt link:

pteff03.t32   @0x4661a4   opt  →  T8aD          ← resolves
pteff05.t32   @0x0e2035   opt  →  8AX  T8aD     ← the sprite is named 8AX

Hex at 0x0e2035:

opt  ....  70 74 65 66 66 30 35 2e 74 33 32 00  38 41 58  54 38 61 44
           p  t  e  f  f  0  5  .  t  3  2  \0  8  A  X   T  8  a  D

So the declaration says pteff05.t32 while the T8aD that follows is registered under 8AX. compose does build.sprites.get(sprite) and, on a miss, hits a silent continue. 8AX is a 1280×720 texture and appears in all six title-family bundles (a60fcb85, a715f485, a81c1d85 and the three JP twins); it is a sprite in builds 4/5/6 and never an element.

Why it does not currently show

The same artwork is already on screen. ptbase.t32 is 640×360 and its element draws at 200 %, and the background our render produces is pixel-identical to 8AX in every patch sampled:

patch capture our render 8AX
top-left 4.5, 9.4, 19.5 17.7, 29.7, 46.7 17.7, 29.7, 46.7
top-right 4.4, 9.0, 18.2 17.2, 28.2, 43.8 17.1, 28.2, 43.8
bottom-left 3.5, 6.0, 11.1 13.6, 20.5, 31.2 13.6, 20.5, 31.2

Directly: ptbase upscaled 2× against 8AX is mean abs diff 2.05 (max 80), not byte-identical. They are the same art at two resolutions8AX is the full-res copy, ptbase the half-res one the element scales back up.

⚠️ So do not "fix" this by drawing it

Resolving pteff05 → 8AX and drawing it in addition to ptbase would double-draw the background — an opaque full-screen layer over an identical one. It would not be visible as a doubling, which is worse: it would silently cost fill and hide any future change to either layer.

And that is now the recommendation, not just an option: use 8AX at 1:1. The detail test above says the game's background carries 8AX's full-resolution detail, so upscaling the 640×360 ptbase 2× is wrong, not merely softer. ⚠️ Still do not draw both — an opaque full-screen layer over an identical one costs fill and hides any later change to either. ptbase's element carries the keyframes, so a consumer needs its timing with 8AX's pixels.

Settled statically: the game draws the FULL-RES 8AX

This was parked as "needs a per-draw capture". It did not — the two candidates carry the same art at two resolutions, so what separates them is the detail 8AX has that an upscale cannot. Compute 8AX upscale(ptbase) and ask whether the live capture contains it. tools/re-capture/eightax_detail_test.py, output at data/eightax-detail-test.txt.

Both candidates are first mapped into the capture's tone domain with the measured gamma (tone curve); without that the capture's residual is dominated by the tone difference and the test is blind.

screen corr control (shift 7 px) control (flip) ceiling % of ceiling
main menu +0.0475 +0.0032 0.0075 0.070 68 %
title +0.0634 +0.0095 +0.0086 0.094 68 %

The "ceiling" is what a clean "8AX is drawn" would give, sd(8AX-only detail) / sd(capture residual) — the 8AX-only detail is small (sd 1.94.1) against everything else that differs (sd 2743), which is why the absolute correlation is small and why the controls matter more than the magnitude.

Two independent screens both land at 68 % of ceiling, 715× their matched controls. The controls preserve the spatial correlation structure and destroy only the alignment, so they are what "no signal" looks like here.

🔴 An earlier, cruder version of this test does NOT support the conclusion

A pixel-pair test (a 2×-nearest upscale has identical adjacent columns) gave ratio 0.00 for nearest, 0.600.72 for bilinear/bicubic/lanczos, 0.98 for native 8AX, and 1.01 for the capture — apparently decisive. It is not: additive noise raises both terms equally and pushes any ratio toward 1. Fitting a noise term, both "native + noise ≈ 1.2" and "bilinear upscale + noise ≈ 1.8" reproduce the observed numbers. Recorded because the number looks conclusive and is not.

⚠️ What it still does not show

Whether ptbase is also drawn underneath. 8AX is ~86 % opaque and carries the same art, so it would hide it either way. The observable fact is that 8AX's detail reaches the screen.

Not established

  • The capture is ~4× darker than the render in these patches (4.5 vs 17.7), and not by a constant ratio. That is a separate colour/gamma question, untouched here.