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Syplheed-Reborn/docs/re/REFUTED.md
Sylpheed RE agent 5115b4894a re: three angle fields found in the keyframe -- and they are not the
title's rotation

Looking for where the rotated quads come from, the obvious candidates
were the three keyframe words at +4, +8 and +12 that ui_layout.rs
documents as zero.

They are not zero. Across 72287 keyframe blocks disc-wide they are
non-zero in 4.81, 4.56 and 15.82 percent of blocks, and read as signed
values clustering on 180, -180, 90, -90, 120 and 22 -- degrees. Three of
them, so plausibly rotation about three axes. I have marked that amber
because it is the shape of the numbers and nothing more; no observed
rotation has been tied to a value. The doc comment is corrected
regardless: "0 on every frame seen" was an artefact of the sample.

And they do not explain the screen I was chasing. Every element of
GP_TITLE build 4 has all three at zero, element by element, while the
game demonstrably submits rotated parallelograms there. So the title's
rotation comes from outside the keyframe data and is still unidentified.

One correction to my own last write-up, flagged rather than left: I
stated that the skewed draw IS the swoosh. It is the only skewed geometry
in the capture and the swoosh is the only diagonal element on the screen,
so the inference is reasonable -- but I never confirmed it by matching
the draw's texture or screen position to that element, and I should have
said so the first time.
2026-08-28 22:17:14 +00:00

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# Refuted — claims that were tested and died
**Read this before proposing a hypothesis.** Every line below was believed at
some point, measured, and found false. Reviving one costs a whole iteration and
produces nothing.
This file exists because the list had been living in the autonomous agent's
*loop prompt* — the only copy, lost the moment the container was. A refuted
result is a real result; it belongs in the corpus like any other.
**Format:** each entry is the claim as it was believed. Where the true answer is
known it follows after `→`. Grouped by subject so a grep for your noun finds the
neighbourhood, not just the line.
---
## Offsets, structs and the progress singleton
* `position = instance 0x12c` → refuted.
* `+0x29d0` → refuted.
* "an offset intersection can find a struct's consumer" → **only for LARGE or
unusual offsets.** Small ones have no power (`+184`: 301/351/115 hits).
* "a `+1956` store means a progress write" → writes go through the COPY, not
direct stores. 9 direct stores, none of them a progress write.
* "the singleton-global filter can find progress writers" → it fails its own
control.
* "the progress copy destination is an `r1`-relative stack local" → it is a
**frame register**. The `r1` assumption returned 0 for all 21 candidates
*including the known-good* — the filter was killed by its own control.
* "word B's writer also stores the Time/Points record" → it does not.
* "the debriefing records the metric with the clear bit" → 44 calls, exactly two
strings (`DEBRIEFING`, `BASE_INFO`), no `Time`, no `Points`.
* "`0x820AF030` holds live state" → all 384 words constant; it is a
spawned-entity record, not live state.
## Screens, classes and RTTI
* "the keyframe words at `+4`/`+8`/`+12` are always zero" → they are non-zero in
4.81 %, 4.56 % and 15.82 % of 72 287 blocks disc-wide, reading as **degrees**
(±180, ±90, 120). The original note was a sample artefact.
* "those angle fields are where the title's rotated quads come from" → **no** —
every `GP_TITLE` build 4 element has all three at zero.
[`ui-title-build-map.md`](ui-title-build-map.md)
* "the game passes a pink per-vertex colour for the title swoosh" → **refuted by
draw capture.** Every vertex colour in the capture is `<alpha>FFFFFF`, white RGB.
* "the swoosh discrepancy is undecodable" → **solved**: the game submits it as two
**rotated parallelograms**; `ui_layout::blit` only does axis-aligned rectangles.
[`ui-title-build-map.md`](ui-title-build-map.md)
* "the `--log_ui_draws` per-draw capture reads the guest's blend state" →
**mine, and wrong.** It records primitive type, index count, index-buffer
address, VS/PS ucode hashes, texture bindings and vertex attribute 0 — no
`RB_BLENDCONTROL`. It can test vertex colour as-is; blend state needs a Canary
change. [`ui-title-build-map.md`](ui-title-build-map.md)
* "the plate-free title capture (t ≈ 4.0 s) may be too early to be settled" →
**mine, and refuted.** The swoosh band correlates 0.7342 at t = 4.0 s and
0.7353 at t = 21.5 s — identical to 0.001 over 17.5 s.
* "`T8aD +0x04` bit `0x02` selects an additive blend" → **mine, and refuted.**
Blending those sprites additively worsens every measure against the capture.
[`ui-title-build-map.md`](ui-title-build-map.md)
* "the title logo elements' wrong pivots (off by up to 59 px, authored against the
other language's sprite) explain the swoosh rendering too thick" → **mine, and
refuted.** `blit` sizes from the texture and applies the pivot only as
`pivot·(scale100)/100`; all seven swoosh elements are scale `(100,100)` at every
keyframe, so the term is zero. The mismatch is real but inert here — it would
bite `ptlogo1`/`ptlogo2`, which scale to 150 during the build-in.
[`ui-title-build-map.md`](ui-title-build-map.md)
* "the title screen loops at ≈ 2.2 s" → **mine, and doubly wrong.** The title
*art* is near-static (wordmark sd 0.06); the 2.3 s pulse is the
**`PRESS Ⓐ BUTTON` plate**, which is a *different build* (2, not 4). Localised
by a per-tile amplitude map and decoded in `ptbtn00f.rat`.
[`ui-title-build-map.md`](ui-title-build-map.md)
* ~~"a `.rat` leaf record's keyframes use the build's 40-byte layout" → they do
not~~ — **withdrawn.** They do. The scan that "found nothing" required 29
increasing times; the records hold **three**. Decoded in
[`ui-title-build-map.md`](ui-title-build-map.md).
* "the title's measured ≈ 2.2 s oscillation is the `ptloop01`/`ptloop02`
elements" → **mine, and refuted by decoding them.** Their sweeps run 7.5 s and
9.5 s; a 22 s capture showed 8 peaks, not 3. The period's source is unidentified.
* "the developer splash cannot be rendered by `screen render` at all" → it can,
with **`--all`**. It is only invisible to the *default* listing, which filters on
`is_build`. [`ui-title-build-map.md`](ui-title-build-map.md)
* "the four `GP_TITLE` entries that are not screen builds are unidentified" → they
are the **splash**: 10/13 the `SQUARE ENIX` logo, 11/14 the developer logos.
* ~~"the boot title is phase 2 and the attract title is phase 4 state 0, and only
phase 2 handles Ⓐ" → refuted~~ — **the REFUTATION is withdrawn.** The test
assumed Ⓑ lands in phase 4 state 0; the event-0 block actually sets
**phase = 2** and state = 0 together, so it probed phase 2. The hypothesis is
untested, not dead.
[`boot-config-and-gamepart-registry.md`](boot-config-and-gamepart-registry.md)
* "any title after the first one refuses input" → too broad. The **Ⓑ-returned
title accepts Ⓐ**; only the **attract**-returned title is inert.
[`canary-scripted-input-traps.md`](canary-scripted-input-traps.md)
* "`sub_821C6458` is `GamePart_Title`'s state machine" → **mine, imprecise.** It
is the machine for **phase 4** of a five-way outer dispatch at `this+132`;
phase 0 is the splash. The ten states and eighteen edges are phase 4 only.
[`boot-config-and-gamepart-registry.md`](boot-config-and-gamepart-registry.md)
* "`sub_821CC860` is the game's by-name screen factory" → **mine, and wrong.** Its
decoded arguments include `BG`, `BLACK`, `FADE`, `FILE`, `KEY`, `PAD`, `SOUND`,
`GAMMA_RGB` — it is a **generic name-keyed lookup**, mostly config.
* "`DIFFICULTY` and `EXTRA_MENU` are corroborated screen names" → **mine, and
wrong.** Neither appears in `r5` at any of the 48 call sites; they were strings
merely referenced by the same functions. Only `TUTORIAL_MENU` survives.
[`boot-config-and-gamepart-registry.md`](boot-config-and-gamepart-registry.md)
* "the `{func, func, ptr}` triples at `0x820a3b48` are a GamePart state table" →
**static-initialiser records trailing the `RegisterToFactory` strings.** The
bytes before them are the tail of a diagnostic string and the data column is
zero-filled descriptors.
[`boot-config-and-gamepart-registry.md`](boot-config-and-gamepart-registry.md)
* "the boot sequence is driven by a table the game reads" → it is **not
data-driven**; four search spaces closed, transitions are calls with an id
argument. [`boot-config-and-gamepart-registry.md`](boot-config-and-gamepart-registry.md)
* "`config.ini` is a GamePart settings table, so the boot order is in it" → its
`[SYSTEM]` section is **empty**; the only populated section is `[LANGUAGE]`.
[`boot-config-and-gamepart-registry.md`](boot-config-and-gamepart-registry.md)
* "the attract loop is `GP_ADVERTISE_DEMO` (GamePart 1)" → 🟡 id 1 has **no
registration site** in the shipped build; the attract is the title replaying
`ADV.wmv`.
* "the 29 id-table names are 29 distinct GameParts" → 24 register, and `3`/`4`
are the **same class** (`GamePart_SaveLoad`).
* "Ⓐ on `NEW GAME` leads to a standing black-screen hang" → it opens
**`DIFFICULTY`**, then **`SELECT DATA`**. What looked like a hang was a menu
waiting for input that nobody pressed; the crash that follows is the already
documented `sub_823070B0` cache throw.
[`menu-navigation-semantics.md`](menu-navigation-semantics.md)
* "tapping Ⓐ during the boot movie breaks the title" → **one** tap skips the
movie cleanly and the title works normally. It is *hammering* (88 presses) that
breaks it. [`movie-binding.md`](movie-binding.md)
* "the attract movie runs ~85 s, so it is not `ADV.wmv` (137 s)" → **mine, and
wrong.** Sampling began 39 s into the movie, so what was timed was its tail.
The attract movie **is** `ADV.wmv`, played in full.
[`movie-binding.md`](movie-binding.md)
* "the boot intro and the attract movie are different videos" → one asset, one
manifest slot (`ADVERTISE_MOVIE`).
* "the new-game intro is unidentified" → `MS00A``S00A.wmv`, decoded from the
movie manifest.
* "`GP_READY_ROOM.pak` holds the Ready Room screen" → its 317 distinct element
names contain **none** of the six visible labels; it is the briefing /
tactical-map content behind the `BRIEFINGS` item.
[`ready-room-probe.md`](ready-room-probe.md)
* "the Ready Room might be 3D with a UI overlay" → it is **2D**; the pak carries
zero 3D containers.
* "element kind `0x3002` is *the* button kind" → title-side only. All 902
`GP_READY_ROOM` bundles have **zero** `0x3002`; that pak uses `0x3000`,
`0x3004`, `0x300c`, `0x3008`. `0x3002` is one member of a `0x3000` family.
* "the transition between menu screens is a cut" → it is a **fade through
black**; a 0.5 Hz screenshot burst simply samples too slowly to see it.
[`screen-transitions.md`](screen-transitions.md)
* "the main menu's initial focus is fixed" → three boots of one script gave
`TUTORIAL`, `TUTORIAL`, `NEW GAME`.
* "the title menus drop d-pad presses shorter than ~0.3 s" → **refuted by my
own data.** The menu **wraps at both ends**; every press registered, and the
"missing" step was the wrap. See [`menu-navigation-semantics.md`](menu-navigation-semantics.md).
* "the main menu opens with `NEW GAME` focused" → it opens on **`TUTORIAL`**,
2/2 boots (🟡 a third recorded run implies `NEW GAME`, so this is reproducible,
not invariant).
* "`GP_TITLE` builds 6/8/9 are three submenus" → **8 is the JAPANESE main
menu**, and 6/9 are the English and Japanese `EXTRAS` submenu. `GP_TITLE`
holds eight screens shipped twice (EN/JP), and exactly one submenu. See
[`ui-title-build-map.md`](ui-title-build-map.md).
* "the `PRESS Ⓐ BUTTON` plate is a state of the title build" → it is **its own
build** (2/3), composited over build 4 and faded in a beat later.
* "the RTTI route can name the anonymous classes" → 1 150 vtables: 1 150
`ANON_`, 0 `rtti_present`, 0 base classes.
* "the sibling vtable methods name the class" → they cannot.
* "`xrefs` can name the callers of a vtable method" → no.
* "the `ind_call` refutation voids existing corpus claims" → damage bounded,
4/4 caller claims verify. But **`xrefs.ind_call` is a CROSS PRODUCT** — always
filter `kind='call'`.
* "`BASE_INFO` marks the 5-slot screen family" → it discriminates
screen-config from table-read, 9/9 vs 10/10.
* "a high key count means a rich screen" → `sub_82297550` / `sub_822A2F00`'s 27
"keys" are coordinate pairs, i.e. a layout table.
* "`EX_` = the CHALLENGE-mission debriefing" → `EX_` is **EXTRA**, mission-kind
3.
* "the `EX_` selection has not been shown" → it has: `[[obj+4]+184] == 3`.
## Stages, missions and the challenge set
* "the disc's stages are numbered 1..28" → S01S16 story, S17 **cut**, S18S23
tutorials, S24S29 challenge.
* "S24S29 are story missions" → they are the challenge missions.
* "the challenge missions have their own maps" → they reuse
`GP_MAIN_GAME_E.pak`'s stage records.
* "the challenge `REQUIREMENT` values are 16,25,26,27,29" → the chain is
16→24→25→26→27→28.
* "the `Extra0n` family shares one leaderboard metric" → `RECORD_TYPE` is
per-stage: 3 Time / 3 Points.
* "stage = filled SHAB count + 1" → refuted.
* "the first TRIGGER is always the point of no return" → refuted.
* "`EnumUnit_S14.tbl` might be missing" / "S14's 13 are a manifest omission" /
"asteroids are exempt from the manifest" → S14's 13 are **dangling
deployments**. NEEDS-HUMAN: fly S14.
* "`StageMessageSet_S02.tbl` is not in the pak" → it is.
* "`S28_p1` has an asteroid volume with no definition" → refuted.
* "`test_s8p1_asteroid.tbl` is test-only" → refuted.
* "the settings family has 28 or 29 objects" → 24.
## ISL / mission scripting
* "the bytecode is in the `.embsec_` sections" → refuted.
* "only 31 built-ins take a unit" → refuted.
* "`sub_8230C398` is the message pump" → refuted.
* "`bus+8216` is the subscriber registry" → refuted.
* "the ScriptPhase vtable is ≥200 slots" → 113.
## IDXD, paks and naming
* "IDXD record keys are `name_hash`" → record keys are **`tag_hash`**
(case-SENSITIVE); `name_hash` is case-INSENSITIVE and used for pak keys.
* "pak TOC order is stage order" / "TOC order is semantic order" → it is not.
* "the executable holds the asset names" → the image names **no data value at
all**; that route is powerless.
* "the image might name a data VALUE" → powerless.
* "the XPR2 manifest names hash to the DefTables tables" → refuted.
* "the `DefTables` model names are unreachable" → reachable via the `Enumerate`
declaration tables (1 413/1 425, 99.2 %).
* "the `GP_MAIN_GAME_*` unnamed block is undiscovered data" → refuted.
* "each `GP_MAIN_GAME_*` `Enumerate` object declares something" → refuted.
* "`GP_HANGAR_ARSENAL` is missing data tables" → refuted.
* "the `Enumeration` self-index can name objects" → a self-index names
**records, not files**.
* "a per-pak prefix might close the 2D blocker" → no.
* "the `+` paths might name the 2D or `GP_READY_ROOM` keys" → the `+`-dictionary
route is exhausted, 0 of 1 817.
* "the `game:\` paths are unresolved" → refuted.
* "a set-difference over file names can see reuse" → it cannot; **join per
USER**. Per-pak copies are ×6.
## Audio
* "which bank the menu plays is not on the disc" → the **cue table** cannot say
(all BGM cues are numeric), but the **code** can: `sub_821C5580` plays cue
**1103 = `BGM_103`**, and its two declared waves match the two streams the XMA
probe saw byte-for-byte.
* "the observed BGM stream sizes match no bank's declared waves, so the game hands
the decoder a window" → **mine, and wrong** — I checked only the `BGM_0xx` rows.
They are `BGM_103`'s two waves exactly; the game hands over the whole wave.
* "an individual SE cue's audio cannot be extracted" → **mine, and wrong.**
`--xma_param_probe=true` logs each stream's head bytes; searching them in
`Static.slb` locates the wave exactly. [`menu-audio-cues.md`](menu-audio-cues.md)
* "`Static.slb` has no wave boundaries, so its layout is unknown" → it is a
**packed run** of whole 2 048-byte XMA packets with no delimiters — the two
located cues are contiguous. There is nothing to scan for, by design.
* "`Pj_Silph.xgs` holds the cue→wave index, so parse XACT" → **no XACT container
exists on this disc**: 0 × `XGSF`/`SDBK`/`WBND` in all 1.08 GB of `sound.pak`,
and no `XACT`/`.xgs` string in the executable. The extensions are the authoring
tool's, not the format's. [`menu-audio-cues.md`](menu-audio-cues.md)
* "every sound cue resolves to its own `.slb` bank" → the 322 `SE_*` cues do not;
**0 of 322** are in `FILES`, and `BANK_SE` puts them all in `Static.slb`.
* "`Static.slb` can be split into waves like any other bank" → it holds **0
`RIFF`, 0 `seek`, 0 `WAVE`** across all 8 353 472 readable bytes.
[`menu-audio-cues.md`](menu-audio-cues.md)
* "`BGM_001.slb` is three sub-waves (10 KB + 4.47 MB + 4.67 MB)" → the 10 KB is
the **bank header**; a bank is **two** waves.
* "a music bank's two waves might be intro + loop, two variations, or two halves"
→ they are **two stems of one performance, played together** — equal duration
in 32/32 banks, and sample-synchronous.
[`structures/bgm-two-stems.md`](structures/bgm-two-stems.md)
* "`BGM_106``BGM_109` break the two-wave rule" → they are the leading-region
straddle; realigned across entry boundaries they obey it.
* "the cue table names which BGM belongs to which screen" → all 32 BGM cues are
numeric (`BGM_001``BGM_109`).
## Units, weapons, effects and assets
* "`Generic` (394) is the unit datasheet" → refuted.
* "a loadout's `Arm1` names an item" → it names a **hardpoint slot**
(`Turret_NNN`), 59/59.
* "`EnumUnit` and the unit datasheet share a vocabulary" → they do not.
* "the roster is the `Generic.Model` set" → roster 40, `Generic.Model` 46,
`GameResourceID` 480 — three vocabularies.
* "every unit ID is `UN_<l>###_<FACTION>_<name>`" → the grammar is
`UN_<letter>###_[<subkind>_]<FACTION>_<name>`.
* "`_EXn` is the `Extra0n` index" → three different `EX` vocabularies exist.
* "the only two `_EX5` names on the disc are the AA gun and the DeltaSaber" →
refuted.
* "running the tutorial will instantiate the `_Ttrl` weapons" → refuted.
* "the disc has exactly three `EnumWeapon` tables" → four.
* "the `wep_NN` package gaps are unshipped weapons" / "`wep_85` is the tip of a
family" → `wep_85` is the **only** declared-but-unshipped asset (59/0/1/26).
* "nothing is deployed without being declared" → refuted.
* "effects are one namespace" → refuted.
* "the 58 undeclared effect names are missing assets" → refuted.
* "all five orphan effects are unshipped" → refuted.
* "`eff_f0002` ships in `Base.xpr`" → refuted.
* "`Base.xpr` holds more bound effects than `ptc_pack`" → refuted.
* "the 34 unlocated are a scatter" → refuted.
* "the 9 unlocated might be under another prefix" → refuted.
* "`ptc_pack` has 532 names" → 727.
* "the `_e`/`_f` law is effect-FIELD-specific" → it is the **faction law**,
564/564.
* "a disc-wide `.xpr` byte search can show an effect is ABSENT" → it cannot.
* "`rot_n001` is on the disc" → refuted.
* "`rou_f004`'s mesh is in `Stage_S28.xpr`" → it is in `DeltaSaber_A.xpr`.
* "`parent` + `_all` + `_child` is the composite-model convention" → refuted.
`_hangar` **is** real (59 of 166, 59/59 with a bare twin); `_all`/`_child` is
not.
* "`Motion_guard_start` has no damage variants" → refuted.
* "`CoverArea` bits 2 and 3 are mutually exclusive" → refuted.
* "the 27 unresolved `NamePlate` values are missing objects" → refuted.
## LOD, background and misc tables
* "`EnumLODSet_*` is a per-stage family" → `EnumLODSet_test.tbl` serves 17
stages; 17+5+1 = 23.
* "there are 8 orphan LOD tables" → 6.
* "the orphans are stale copies of `_test`" → refuted.
* "S25 is absent from the `DefTables` LOD families" → refuted.
* "`BackGroundID` has no referent anywhere" → it is an **identity**.
* "`BackGroundPackage == BG_<id>.xpr`" → refuted.
* "`<X>ID` + `<X>Package` is a convention" → refuted.
* "`Placement_*` / `RouteTest_*` are unattached" → refuted.
* "the `AsteroidDefinition` join does not reproduce by hash" → it does.
* "the 8-value frame is a new finding" → it was already in the corpus.
## Loaders, config and tuning
* "the config reader is XML" → INI.
* "`sub_822F9498` is the unit-definition loader" → it is `PlayerParams`'s.
* "`sub_822AE628` reads the main-game `Tweak`" → refuted.
* "`sub_8230D1F8` is a rank table" → it is the stage-settings loader.
* "`sub_82286BC8`'s key list is new" → refuted.
* "`sub_825F2CF0` / `sub_825F2F88` read a post-processing table" → refuted.
* "`Booster` is a new schema" / "`Booster` is the player craft's flight
envelope" → refuted; nothing selects `Booster`.
* "the `AnalogRevice`/`Tweak` block is unreachable" → reachable
(`sub_821A6CF0`, base `0x820A1630`).
* "a 0-xref string block has no reader" → refuted.
* "the AI table was NEEDS-HUMAN" → refuted.
* "the `PG*` HUD names are undocumented" → they are documented.
* "a base-solver row identifies a FUNCTION" → it does not.
* "a 64K-boundary base is low confidence" → **inverted**; it is high
confidence.
* "the 0x820B0000 cluster is a false positive" → refuted.
* "a pointer to a function in the image implies a registry" → refuted.
`.pdata` is not a registry.
* "the 13 player-facing chatter tables are the WINGMAN tables" → refuted.
* "the 8 undeclared chatter tables are tutorial chatter" → refuted.
* "other datasheets ship a schema too" → refuted.
## Encoding and text
* "every IDXD string value is ASCII" → 6 non-ASCII values of 99 328.
* "`文字列` is a dev placeholder" → they are Shift-JIS **type words**.