This repository has been archived on 2026-09-16. You can view files and clone it. You cannot open issues or pull requests or push a commit.
Files
Syplheed-Reborn/docs/re/structures/ui-group-start-time.md
Sylpheed RE agent baed44a9ea re(ui): the sequencing survives refutation -- and a bundle is a palette
Two checks on last iteration's "sequential, not simultaneous" reading.

First, the phases really are disjoint. If glows and logos ever shared a
frame the claim would be wrong. Across all 235 captured frames the count
of frames containing both is ZERO, and the switch is a single clean
boundary -- f110-115 draw 1280x720 + 262x108 + 525x90, f116 onward
1280x720 + 243x86 + 499x72. Two sprites either side, no transition frame.

Second, and larger: a third of the bundle is never drawn. Entry 11
declares three logo/glow pairs and only two appear.

  palogo_gamearts / _eff    95 / 22 frames
  palogo_seta     / _eff    95 / 22 frames
  palogo_anima    / _eff    never

palogo_anima declares the SAME keyframe times as palogo_gamearts. Two
elements with byte-identical data, 95 frames and 0 frames in one run.
Reach: the capture covers frames 1-214, so this is "never in the window".

So a bundle is a palette, not a script. Its elements say what to draw and
for how long; which of them run, and when each starts, is decided outside
the placement data. That is the same conclusion the boot-order work
reached from the other end -- the driver is code, not data -- now with a
per-element measurement behind it.

For the port, concretely: compositing every element of a bundle does not
reproduce what the game shows over time. It is the right thing for a
static screen that settles, and it is not a timeline.

METHOD: two elements with identical data and different outcomes is the
strongest possible evidence that the decision is elsewhere.
2026-08-29 04:47:05 +00:00

4.8 KiB
Raw Blame History

A group's DURATION is in the data; its START TIME is not

Status: the durations are measured and match; the start offset is undecodable from the placement data, with the obvious candidate refuted.

Found while testing whether the splash timeline, played, reproduces the capture sequence — the last gap in the animation model.

The durations are right

From the 235-frame draw capture of the developer splash, at the settled 2 units/frame, under the shifted time reading:

element drawn on frames = units declared visible span match
palogo_gamearts_eff, palogo_seta_eff 94115 (22) 44 ~0 … 45 = 45 97.8 %
palogo_gamearts, palogo_seta 116211 (96) 192 15 … 210 = 195 98.5 %

(The logos are a = 0 until t=15, so they are drawn for 15…210; the glows fade in from their untimed first keyframe.) Each element is on screen for its declared span, to within 2 %.

🔴 But they do not share a clock origin

Every glow declares the same times — 15, 30, 45 — and every logo the same 15, 30, 190, 194, 206, 210. On one clock they would overlap almost entirely: both families start at 15.

They do not overlap at all. The glows run frames 94115 and the logos 116211 — strictly sequential, the logos starting the frame after the glows end. Fitting a single origin bears this out: gamearts_eff needs f₀ ≈ 93.5 and gamearts needs f₀ ≈ 103, about 19 units apart, and the same edit that aligns one throws the other off by ~9 frames at both ends.

🔴 The obvious candidate is refuted

parse_placements reads each group header as (element index, keyframe count) followed by one undecoded lead-in word. That is exactly where a per-group start offset would live. It is 0x00000000 for all seven elements of the developer splash — glows and logos alike. It carries no offset.

So where does the start come from?

Not from the keyframe times (identical across each family), not from the group header's spare word (zero), and not from declaration order (eff0.prm, gamearts, gamearts_eff, seta, seta_eff, anima, anima_eff — which interleaves logos and glows, while the observed sequencing groups them). The RATC child order does not match the observed order either.

Reach: three places looked, all negative. What remains is that the sequencing is driven by code, consistent with what boot-config-and-gamepart-registry already concluded for the boot order — the driver is code, not data.

⚠️ What a port needs to know

A group tells you how long an element's animation runs and what it does; it does not tell you when that animation starts relative to other elements on the same screen. On the developer splash the observed order is: both glows together, then both logos together. That is a measured sequence for one screen, not a decoded rule — a port animating a screen has to author the sequencing, and should know it is authoring.


Verified against its own refutation — and it goes further than start times

2026-08-29. Two checks on the "sequential, not simultaneous" reading.

The phases really are disjoint

If the glows and logos ever shared a frame, the sequencing claim would be wrong. Across all 235 captured frames, the number of frames containing both a glow and a logo is zero. The switch is a single clean boundary:

f110115   1280x720 + 262x108 + 525x90     ← both glows
f116122   1280x720 + 243x86  + 499x72     ← both logos

Two sprites either side, no overlap, no transition frame.

A third of the bundle is never drawn at all

Entry 11 declares three logo/glow pairs. Only two are ever drawn:

sprite declared drawn
palogo_gamearts / _eff 500×71 / 521×91 95 / 22 frames
palogo_seta / _eff 240×89 / 261×110 95 / 22 frames
palogo_anima / _eff 388×136 / 407×156 never

…and palogo_anima declares the same keyframe times as palogo_gamearts. ⚠️ Reach: the capture covers frames 1214, so this is "never within the window", not "never". The pair may follow after it.

What that means for a consumer

A bundle is a palette, not a script. Its elements carry what to draw and for how long; which of them run, and when each starts, is decided outside the placement data — selectively enough that two elements with byte-identical keyframe times get 95 frames and 0 frames in the same run.

That is the same conclusion the boot-order work reached from the other end (the driver is code, not data), now with a per-element measurement behind it.

⚠️ Concretely: compositing every element of a bundle does not reproduce what the game shows over time. It is the right thing for a static screen that settles, and it is not a timeline.