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Syplheed-Reborn/docs/re/REFUTED.md
Sylpheed RE agent b302558d26 re: the developer splash renders -- screen 1 of 5 finally has a composite
Two pages of this corpus disagreed. MISSION says the splash "is the RATC
screen, which already renders"; ui-paint-order-key.md says it "cannot be
rendered by screen render at all". Running the tool both ways settles it.

screen list --all shows all 16 GP_TITLE entries instead of 12, and the
four the default listing drops are the splash, each half shipped twice:
entries 10 and 13 are the white SQUARE ENIX publisher logo, entries 11
and 14 the GAME ARTS / SETA / studio anima developer logos. Entry 11's
seven elements are the three logos, their three _eff glows and the
palogo_eff0.prm backdrop -- exactly the composition ui-paint-order-key.md
had measured for the splash without being able to draw it.

So the "cannot be rendered" line is wrong and is corrected in place. What
is true is narrower and worth keeping: the splash is invisible to the
DEFAULT listing because is_build wants a .rat child, so anyone who does
not pass --all concludes it is missing. That goes in METHOD -- a default
filter can hide a whole screen and the corpus will record it as absent.

The payoff is for the port rather than for the RE: the first of the five
screens now has a reference composite, which it did not have. Marked
amber on one point -- there is no framebuffer capture of the splash in
this repo, so the match to the running game is by description against the
milestone-1 notes, not by pixels.
2026-08-28 20:29:33 +00:00

17 KiB
Raw Blame History

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 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
  • "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 Ⓐ" → refutedthe 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
  • "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
  • "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
  • "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
  • "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
  • "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
  • "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
  • "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
  • "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
  • "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
  • "the boot intro and the attract movie are different videos" → one asset, one manifest slot (ADVERTISE_MOVIE).
  • "the new-game intro is unidentified" → MS00AS00A.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
  • "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
  • "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.
  • "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.
  • "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

  • "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

  • "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

  • "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

  • "BGM_106BGM_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_001BGM_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.