Q2. The archive is eight screens shipped twice, English and Japanese -- not the "build 4 title, 5 main menu, 6/8/9 submenus" the handoff claimed. Build 8 is the JAPANESE main menu; 6 and 9 are the EN and JP EXTRAS, and EXTRAS is the only submenu GP_TITLE holds. The PRESS (A) BUTTON plate is its own build (2/3), composited over the title art and faded in a beat later, not a state of build 4. Confirmed by booting to the main menu and walking it: title, PRESS (A), main menu and EXTRAS each match their render element for element. Builds 0/1 and 10/11 -- a DELTASABER / SYLPHEED A.I. plate -- were looked for in the whole boot filmstrip, every title-side screen and the attract loop, and appear in none of them; the reach of that negative is written down rather than filled in with a guess. Two rig traps went into METHOD: the menus drop d-pad presses shorter than ~0.3 s, and a grab 2.5 s after a transition can catch a screen mid-fade -- which nearly wrote "the returned title has no plate" into the corpus.
120 lines
7.4 KiB
Markdown
120 lines
7.4 KiB
Markdown
# Handoff — what the menu port needs, and where it stands
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The single page the **port agent** reads. Everything here is produced by the
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container agent's reverse engineering; nothing here is a design decision about
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the port itself.
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Keep it current. It is a summary with links into `docs/re/`, not a second copy of
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the findings — but an answer that is not reachable from this page has not been
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delivered.
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## How to read an answer
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Every row below is one of exactly three things, and the distinction is the point:
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| | meaning | what the port should do |
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|---|---|---|
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| **decoded** | a field on the disc, with a disc-wide check | read it from the data |
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| **measured** | not on the disc in any form we found, but the running game does *this* | hardcode it, and cite this page |
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| **undecodable** | we looked in these places, it is not there, here is the reach of the negative | author it by hand, knowingly |
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There is no fourth kind. If a row says *measured* or *undecodable*, the port is
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**authoring** that value, not transcribing it — and it should be kept somewhere a
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human can see it is a human decision, so that when it is later decoded the
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authored version can be deleted.
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## Status
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| | Question | State | Answer / link |
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|---|---|---|---|
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| Q1 | keyframe time unit + ramp shape | ✅ answered | ramp is **linear**; the clock advances **2 units per rendered frame**; working conversion **1 unit = 1/60 s** — [`ui-keyframe-time-unit.md`](../re/ui-keyframe-time-unit.md) |
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| Q2 | which build is which screen state | ✅ answered | `GP_TITLE` is **8 screens shipped twice, EN/JP**: 4/7 title art, 2/3 the `PRESS Ⓐ` plate, 5/8 main menu, 6/9 `EXTRAS`, 0/1 and 10/11 two unidentified `DELTASABER` plates — [`ui-title-build-map.md`](../re/ui-title-build-map.md) |
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| Q3 | paint order for the six screens | ❔ open | runtime-solved only; declaration table is refuted |
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| Q4 | button → GamePart | ❔ open | labels are baked into sprites |
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| Q5 | navigation semantics | ❔ open | |
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| Q6 | boot sequence + what drives it | 🟡 partial | order observed, and the **attract cycle is timed**: ~8–10 s idle on the title → fade to black → ~85 s of video → title again, plate and all. The driver is still not decoded |
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| Q7 | transitions | ❔ open | |
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| Q8 | menu audio bindings | ❔ open | cue table complete, event binding is not |
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| Q9 | video binding + playback rules | 🟡 partial | `ADV.wmv` is the boot intro; new-game intro unidentified |
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| Q10 | music-bank sub-wave roles (intro+loop?) | ❔ open | we concatenate blindly today |
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| S1 | Ready Room go/no-go | ❔ open | probe not run |
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## Already settled — the port can rely on these today
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* **`GP_TITLE.pak` is eight screens, each shipped twice — English and Japanese.**
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Build 4 is the English title art and 7 its Japanese twin; **2/3 are the
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`PRESS Ⓐ BUTTON` plate, a build of their own** composited over the title and
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faded in a beat later; 5/8 are the five-button main menu; 6/9 are the `EXTRAS`
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submenu — the **only** submenu inside this archive. Builds 0/1 and 10/11 are a
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`DELTASABER / SYLPHEED A.I.` plate that was **never seen running**, in the boot
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path, any title-side screen, or the attract loop. ✅ measured against live
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captures for the four English screens the boot path shows;
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[`ui-title-build-map.md`](../re/ui-title-build-map.md).
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**Withdrawn:** the earlier "builds 6/8/9 are submenus" — 8 is the Japanese main
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menu. The other four main-menu buttons leave the archive (`GP_SAVE_LOAD`,
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`GP_TUTORIAL`, `GP_OPTIONS`, `GP_MISSION_SELECT` are the likely destinations by
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name — an inference, not a measurement).
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* **Buttons are identifiable as data.** Element kind `0x3002` = button, `0x0` =
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decoration, `0x10` = primitive. ✅ decoded.
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* **Menu order is geometric.** Buttons sorted top-to-bottom by resting Y. This is
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✅ correct for a vertical menu and is **not** a decoded neighbour graph — the
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disc's real navigation structure is unknown, and `opt ` is *not* a focus link
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(measured and refuted, see
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[`ui-focus-and-effect-elements.md`](../re/structures/ui-focus-and-effect-elements.md)).
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* **Highlighted states pair by name** — `ptbtn01.rat` ↔ `ptbtn01f.rat`. 🟡 a
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naming convention that holds for all 54 real pairs, not a decoded field.
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* **The resting pose is the hold**, not the first, last or longest-dwell keyframe;
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a keyframe is the **start of a ramp**.
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[`ui-resting-pose.md`](../re/structures/ui-resting-pose.md). ✅
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* **That ramp is linear, and it runs at 2 keyframe time units per rendered
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frame.** Measured frame-by-frame off the running game's own draw stream: a
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declared 15-unit fade lands on `round(255·k/15)` for all seven of its samples,
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with `k` stepping 2, 4, 6, 8, 10, 12, 14 on seven consecutive submitted frames.
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**measured**, not decoded — the disc says `t=30`, it does not say what a `t` is.
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The seconds conversion (`1 unit = 1/60 s`, so a 30 fps screen) rests on a
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measured 27.6 present-frames/second and is the one part still worth re-testing;
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[`ui-keyframe-time-unit.md`](../re/ui-keyframe-time-unit.md) names the test.
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If it turns out the game presents at 60 Hz, every duration halves — nothing
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else on this page changes.
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* **The GamePart id table** — 29 entries at `.rdata 0x820A1630`, confirmed by the
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executable's own registration strings. ✅ This is the screen vocabulary; which
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button reaches which entry is Q4 and is *not* part of it.
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* **The logo splash is a screen, not a video.** `logo1`–`logo4` are
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manifest-bound with no `.wmv` on the disc. ✅
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* **Sprites carry their own labels.** No font rendering or localisation is needed
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for this milestone. ✅ — and the localisation is *already baked in*: the
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Japanese screens are separate builds in the same pak, not a text swap.
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## Facts the port will trip over
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* **`ADV.wmv` is WMV3 video + WMA Pro audio**, 1280×720 at 30 fps, 137 s. Godot 4
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plays only Ogg Theora natively. How to handle that is the port's decision, not
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ours — but it is not optional.
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* **The disc holds 3.3 GB of video.** Only the boot intro and the one new-game
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intro are in scope.
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* **`Static.slb` over-declares its size** by 616 768 bytes — it is the
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highest-offset entry in `sound.pak` and its size field is an allocation size. A
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reader must allow a short read there and only there.
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* **Voice downmixes to mono, music does not.** The left-channel downmix is correct
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for spoken lines and discards half a music mix.
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* **A music bank has several sub-waves and we glue them together.** `BGM_001`
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is 10 KB + 4.47 MB + 4.67 MB, concatenated into one 347 s track. Nobody has
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established whether those are intro + loop, two variations, or two halves —
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see Q10. Do not build menu looping on the concatenated track until it is
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answered.
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* **`JNGL_001.slb` does not decode.** One bank in 9 519; its payload is not a whole
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number of XMA1 packets from any known data offset.
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## Reference data
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Committed alongside the findings, so the port can be built without a disc in the
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loop during development:
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* `sylpheed-cli screen info --build <n> GP_TITLE.pak` — the element table, per
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build, with pivots, kinds, focus links, keyframes and resting poses.
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* `sylpheed-cli screen render` — the reference composite. When the port draws a
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screen, this is what it should be diffed against; where they disagree, one of
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them is wrong and the disagreement is worth reporting back.
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* `docs/re/captures/` — framebuffer captures of the real screens, for anything
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that has to be checked against the game rather than against our renderer.
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