Each UI sprite <name>.t32 ships with a <name>.rat companion, and that companion is the layout record: big-endian u32, a 1280x720 design space at 0x18, and a placement block of scaleX/scaleY/tint/X/Y. Animated elements repeat the block with a trailing time field (keyframes); an 'opt ' tag carries a length-prefixed link to the focused-state record. Verified in that order, records first: across the four pause buttons exactly one field varies, stepping 268/338/408/478 at a constant 70px pitch with X fixed at 226; the three items visible in a screenshot of the running game measure 346.0/415.5/485.5, mapping onto those numbers under one constant offset to within 0.5px. The tutorial build's records are outright framebuffer coordinates, and compositing its sprites there reproduces the screenshot pixel-accurately. Also records two mistakes the A/B caught, since a static-only reading would have shipped both: texture width does not identify a language (Japanese fits English widths), and the in-mission and tutorial pause menus are separate sprite sets rather than one set re-packed into slots. Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
5.4 KiB
.rat — the UI element layout / animation record
Status: ✅ CONFIRMED for placement (2026-07-28). The retail UI can be
reassembled from the disc: the tutorial PAUSE menu rebuilds pixel-accurately from its
sprites placed at the coordinates in their .rat records — no fitting, no manual nudging.
Left: the running game (Canary screenshot). Right: rebuilt from GP_PAUSE_MENU.pak alone.
The remaining differences are the animated frame/glow sprites (*eff*) that were not
placed, and the live 3D background.
Screen composition
The UI is one pak per screen — GP_TITLE, GP_PAUSE_MENU, GP_READY_ROOM,
GP_SAVE_LOAD, GP_MISSION_SELECT, GP_OPTIONS, GP_SYSTEM, GP_TUTORIAL,
GP_STAGE_CLEAR, GP_MOVIE_THEATER, GP_DEBRIEFING_PILOTLOG, GP_LEADERBOARD,
GP_MISSION_LOG, GP_BUNK, GP_DIALOG, GP_GAMEOVER, GP_CHALLENGE,
GP_HANGAR_ARSENAL.
Inside a screen pak, each top-level RATC bundle is one (context × language) build of that screen, and its children come in pairs:
| child | what it is |
|---|---|
<name>.t32 |
the sprite (T8aD) |
<name>.rat |
that sprite's layout record (this document) |
<screen>loop1.rat |
a screen-level record (larger; not yet decoded) |
GP_PAUSE_MENU.pak's six bundles are {in-mission, tutorial} × {English, Japanese}, with
the two in-mission builds each present twice at identical size. The purpose of that
duplicate is NEEDS-HUMAN (resolution or aspect variant?), and where the other four
shipped languages live is likewise unresolved — this pak holds only EN and JP.
Naming is transparent: pgp = pause screen, pgp_ttrl_ = its tutorial context, btnNN =
menu item, btnNNf = that item's focused sprite, eff* = frame/glow decoration,
deli* = the item divider, title, msg.
Record layout
Big-endian u32 throughout (Xbox 360). A minimal record (a static button) is 165 bytes:
0x00 "RATC" magic — a RATC bundle reused as a data record
0x08 u32 payload size
0x18 u32 design width = 1280
0x1c u32 design height = 720
0x20 char[] the sprite this record places, e.g. "pgpbtn00.t32"
...
── placement block ──
u32 scale X = 100 (percent)
u32 scale Y = 100
u32 tint = 0xffffffff (RGBA, white = untinted)
u32 X ← position
u32 Y ←
u32 time (keyframe records only)
...
"opt " u32 len char[len] link to another record, e.g. "pgpbtn00f.rat"
- Animated elements are a keyframe list.
pgptitle.rat(752 B) is the same placement block repeated with a varying trailingtimefield — the PAUSE title's fly-in. optcarries a length-prefixed record name. Onpgpbtn00.ratit points atpgpbtn00f.rat, i.e. normal state → focused state.- Two fields (at 0x50/0x54 in the button records) vary per button and are not identified.
Evidence
Positions were read out of the records and checked against a screenshot of the running game, twice, in that order — the records were never fitted to the picture.
- Differential. Across
pgpbtn00/01/04/05.rat, exactly one field varies and it steps268 → 338 → 408 → 478— a constant 70 px pitch — while the field before it is 226 in all four. A vertical menu: constant X, evenly spaced Y. - Against the game. The three visible items measured at screenshot y-centres 346.0 / 415.5 / 485.5 — spacing 70.0 and 70.0, and a single constant offset maps all three onto 268 / 338 / 408 to within 0.5 px.
- Absolute placement. The tutorial build's records give 546/288, 546/358, 546/428 and 540/119, which are framebuffer coordinates directly: compositing the sprites there reproduces the screenshot (image above).
Two traps this caught
Both were mistakes made during this analysis, caught by comparing against the real game — recording them because a static-only reading would have shipped them:
- Texture width does not identify a language. English
RESUME(166 px) and Japanese再開(86 px) differ hugely, but Japanese通信ログ(148 px) is within a few px of an English label. The first language assignment made here was wrong; rendering the sprites is the only reliable check. - The in-mission and tutorial pause menus are different sprite sets, not one set
re-packed. In-mission is
RESUME / RADIO LOG / OPTIONS / BACK TO TITLE(4 items,pgpbtnNN); the tutorial isRESUME / OPTIONS / BACK TO MENU(3 items,pgp_ttrl_btn1N). Matching the 3-item screenshot against the 4-item set suggests a runtime slot-packing rule that does not exist.
Next
<screen>loop1.rat(1320 B) is the screen-level record — decoding it should give the draw order and theeff*/deli*placements that are missing from the rebuild above.- The same method should now unroll the other screens directly;
GP_HANGAR_ARSENAL.pak(789 T8aD + 510 RATC) is the big one, and the ARSENALDATA SHEETpanel documented in weapon-datasheet-runtime.md is a ready-made oracle for it. - Tooling:
crates/sylpheed-formats/examples/ui_screen.rs(inventory a screen pak, carve a named RATC child),sylpheed-cli pak textures(decode every sprite).
