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Syplheed-Reborn/docs/re/structures/ui-screen-runtime.md
Sylpheed RE agent 72afde7115 docs/re: the paint order is deterministic, and the 7-element screen is the logo splash
Two things this iteration, both of which change what is worth doing next.

The order is DETERMINISTIC: two independent boots give byte-for-byte identical
permutations for both live screens. That kills the hypothesis that the child list
is built in I/O-completion order — which mattered, because a run-dependent list
would have made deriving a rule pointless. It is a pure function of the bundle.

And the 7-element bundle is identified by matching its pivots against every
7-element build on the disc: it is the developer-logo splash (GAME ARTS / SETA /
studio anima, GP_TITLE entries 11/14). With names attached, its paint order
0 2 4 6 1 3 5 reads as the full-screen .prm, then all three _eff glows, then all
three base logos — glow behind, logo on top.

That refines the earlier "grouped by sprite" reading and partly withdraws it:
here every element has its own sprite, so the grouping is by ROLE, not sprite
identity. The title build could not tell the two apart because its repeated logo
instances share both.

Still not derived: where the role comes from. No decoded field carries it, and
sorting on a "_eff" name suffix would be an odd thing for a loader to do.
2026-08-19 02:08:50 +00:00

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# The UI screen object at runtime — found in live guest memory
**Status:**`CONFIRMED` for the object's identity and its element array (five
independent field matches against the file, on a running game). 🟡 the remaining
arrays are unidentified. ❔ nothing here settles the paint order — see the
"what this does not answer" section, which is the reason the search happened.
## How it was found, in one step
The item class from the emulator-era splash work has vtable **`0x820b30b4`**, and
`sub_823C2990` allocates its objects at **244 bytes** each
([`ui-quad-class-foothold.md`](../ui-quad-class-foothold.md)). A vtable pointer
is a fixed 4-byte value at offset 0 of every instance, so the objects are
findable in the live guest image without a debugger:
```bash
tools/re-capture/gmem.py find hex:820b30b4 # while the title screen is up
```
Seven live objects, at `0xBCD24D88`, `0xBCD25188`, `0xBCD25388`, `0xBCD25488`,
`0xBCD25588`, `0xBCD25688`, `0xBCD26488` — spaced 0x100 apart, consistent with a
244-byte object plus allocator overhead.
## What they are
Each object begins with **two** vtable pointers (`0x820b30b4`, `0x820b31a4`
multiple inheritance) and then a run of `{pointer, count, capacity}` triplets.
The counts identify the objects immediately:
| object | first triplet's count | which `GP_TITLE` build |
|---|---|---|
| `0xBCD25188` | **7** | builds 0/1 — the loading overlay (7 elements) |
| `0xBCD25388` | **24** | **build 4 — the title (24 elements)** |
| `0xBCD24D88` | **1** | builds 2/3 — the `PRESS Ⓐ BUTTON` bundle (1 element) |
So the three bundles this project decoded statically are all resident, with the
element counts the files declare — including the two-bundle composition of the
title screen that the draw capture inferred.
## The element array
`+0x08` of the screen object is `{ptr, count, capacity}` pointing at an array of
**48-byte entries, one per element, in declaration order**. Verified field-by-file
at five positions on the title build, with no misses:
| index | file says (build 4) | live memory at `+0x10`/`+0x14` |
|---|---|---|
| 0 | `ptlogo1.t32` pivot (451,50) | 451.0, 50.0 |
| 1 | `ptlogo2.t32` pivot (449,46) | 449.0, 46.0 |
| 6 | `pteff01.t32` pivot (320,160) | 320.0, 160.0 |
| 9 | `ptbase2.t32` pivot (320,180) | 320.0, 180.0 |
| 21 | `ptcopyright.t32` pivot (309,10) | 309.0, 10.0 |
Entry layout as far as it is read:
```
+0x00 u32 pointer (per-element data)
+0x04 u32 0
+0x08 u32 flags (0x10081021 on element 0)
+0x0C u32 ?
+0x10 f32 pivot X ← the declaration entry's pivot, as a FLOAT
+0x14 f32 pivot Y
+0x18 u32 0
+0x1C u32 ?
+0x20 u32 pointer }
+0x24 u32 count } the element's KEYFRAMES — 8/8 on elements 0 and 1,
+0x28 u32 capacity } which is exactly their keyframe count in the file
+0x2C u32 ?
```
So the pivot and the keyframe group, which this project reads out of the bundle,
are present at runtime in the same order and with the same values.
## What this does not answer
**The paint order.** The array is in *declaration* order, and the capture proves
the screen is not painted in that order, so the renderer either walks something
else or sorts. Three more `{ptr,count,capacity}` triplets are present in the
screen object and unidentified — `+0x14` (24 entries of 12 bytes, each
`{ptr,1,1}`, pointing into a densely packed region), `+0x24` (2 entries) and
`+0x30` (24). The `+0x14` one is *not* an index list (its entries are pointers,
not small integers), so the obvious "draw order table" reading is already out.
**What is better than before:** the question is now a *data* question on a live
structure that can be dumped in seconds, rather than a code-reading exercise. The
next probe is to dump `+0x24` and `+0x30` on the title build and see whether
either is 24 entries in a non-declaration order.
## ✅ The paint order is the screen object's CHILD array at `+0x30`
**Status: `CONFIRMED`.** The question this project has carried since the first
capture — *what orders the elements, given that the declaration table does not*
is answered: the screen object holds a **second list**, a reordering of the
elements built at load time, and that list is the paint order.
`+0x30` is `{ptr, count, capacity}` → an array of **24 pointers** (not 12-byte
records like `+0x14`). Each pointer is the `+0x00` field of one of the 48-byte
element records, so the two arrays hold the same objects in different orders. The
permutation, read live off the title screen:
| child slot | element | | child slot | element |
|---|---|---|---|---|
| 0 | 9 `ptbase2` | | 12 | 17 `back2eff4` |
| 1 | 11 `ptloop01` | | 13 | **0 `ptlogo1`** |
| 2 | 12 `ptloop02` | | 14 | 2 `ptlogo1` (copy) |
| 3 | 10 `pteff04` | | 15 | 4 `ptlogo1` (copy) |
| 4 | 13 `pteff02.prm` | | 16 | **7 `ptlogo_tm`** |
| 5 | 6 `pteff01` | | 17 | **1 `ptlogo2`** |
| 6 | **20 `ptlogo_back2eff`** | | 18 | 3 `ptlogo2` (copy) |
| 7 | **19 `ptlogo_back2`** | | 19 | 5 `ptlogo2` (copy) |
| 8 | 14 `back2eff1` | | 20 | 22 `ptlogoall_eff` |
| 9 | 15 `back2eff2` | | 21 | 23 `ptlogoall_eff2` |
| 10 | 18 `back2eff5` | | 22 | **21 `ptcopyright`** |
| 11 | 16 `back2eff3` | | 23 | 8 `pteff00.prm` |
### Checked against the capture, not merely plausible
The seven elements the draw capture can name occupy child slots
```
ptbase2 0 back2eff 6 back2 7 ptlogo1 13 tm 16 ptlogo2 17 copyright 22
```
**strictly ascending, in exactly the captured submission order**. Two details
make this more than a coincidence of a short list:
* it **resolves the ambiguity** that no static field could: slot 6 is element
**20** (`ptlogo_back2eff`), slot 7 is element 19, so the pair paints
20-then-19 — *descending* in declaration terms. Nothing in the file predicts
that, and the runtime list states it;
* the three `kind = 0x4` repeat instances of each logo sit **immediately after
their template** (slots 13,14,15 and 17,18,19), which the declaration table
interleaves (0,1,2,3,4,5). They draw at α=0 and so never appeared in the
capture, but their placement in the list is consistent with the grouping.
### What this means for the port, stated carefully
The reimplementation cannot read a runtime array — it has to *derive* this order
from the bundle. **That derivation is not solved.** What the order shows is
structure worth attacking: elements sharing a sprite are adjacent
(`ptlogo1`×3 together, `ptlogo2`×3 together, the `back2eff*` family together),
and the full-screen/effect elements lead. So the load-time build is doing some
grouping, not an arbitrary shuffle.
Until it is derived, a reimplementation has two honest options: hard-code the
captured order for the screens that have been captured, or paint in declaration
order and accept that the title screen composites wrongly. The first is what the
evidence supports; the second is what the viewer does today.
## Two ground-truth permutations, and what they rule out
Deriving the child order from the bundle is what the port needs, so the first
step is data. Both live screen objects with more than one element, read off the
title screen:
**The developer-logo splash**`GP_TITLE.pak` entries 11/14, identified by
matching its pivots against every 7-element build on the disc. It is the
GAME ARTS / SETA / studio anima screen, i.e. the one the emulator-era Milestone 1
worked on:
```
0 palogo_eff0.prm (640,360) 1 palogo_gamearts (250,36) 2 palogo_gamearts_eff (260,46)
3 palogo_seta (120,44) 4 palogo_seta_eff (130,55)
5 palogo_anima (194,68) 6 palogo_anima_eff (204,78)
```
```
paint order (child slots): 0 2 4 6 1 3 5
```
— which, with the names, reads as **the full-screen `.prm`, then all three
`_eff` glows, then all three base logos**. The glow behind, the logo on top:
a semantic grouping, and one that the declaration table interleaves
(base, glow, base, glow, …).
**This refines the "grouped by sprite" reading.** Here every element has its own
sprite, so the grouping cannot be by sprite identity — it is by *role*. In the
title build the two readings coincide (the three `ptlogo1` instances share both a
sprite and a role), so that build alone could not tell them apart.
**The 24-element title build:**
```
paint order: 9 11 12 10 13 6 20 19 14 15 18 16 17 0 2 4 7 1 3 5 22 23 21 8
```
### What the pair shows
* **The list is grouped, not shuffled.** Elements sharing a sprite are
contiguous: `ptlogo1`'s three instances (0,2,4) at slots 1315, `ptlogo2`'s
(1,3,5) at 1719, the `back2eff*` family at 812. The 7-element bundle's
even/odd split is the same phenomenon in miniature if its evens and odds are
two sprites.
* **The five single-keyframe elements lead.** In the title build, exactly
elements 9, 10, 11, 12, 13 have one keyframe, and the child list opens with
9, 11, 12, 10, 13 — all five, before anything animated. That is unlikely to be
chance (5 of 24 in the first 5 slots), and it is a *file-visible* property.
### Refuted as the ordering key, on this data
* **first-keyframe time** — `back2eff1` starts at t=52 and paints *after*
`back2` (t=66);
* **resting-keyframe time** — same pair, 56 against 80;
* **declaration order and its reverse** — neither, obviously;
* **the RATC child (sprite) order** — the group order does not ascend in it
(`ptbase2` is RATC child 4 and paints first; `ptlogo1` is child 0 and paints
fourteenth).
### The order is deterministic
Two independent boots, the same screens: **byte-for-byte identical
permutations** (and identical object addresses). So the child list is not built
in I/O-completion order or anything else run-dependent — it is a pure function of
the bundle, and therefore derivable in principle. That was worth testing before
hunting for a rule, because a load-order-dependent list would have made the hunt
pointless.
**Not settled:** the rule itself. What is known is that the list groups elements
by role — glows before bases, instances beside their template — which the
declaration table interleaves. What is not known is where that role comes from:
no decoded field carries it, and the names (`_eff`) are suggestive but a loader
sorting on a name suffix would be unusual. The next step is the loader — the code
that appends to `+0x30` — which is now worth reading precisely *because* the
order is deterministic.