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Syplheed-Reborn/docs/re/ui-title-build-map.md
Sylpheed RE agent c176fa53bc re: the 2.3 s pulse is the PRESS (A) plate, not the title
Closing the residual I left explicitly unidentified last iteration, and
correcting my own claim twice over in the process.

The cheap test first: is the oscillation global? No -- the bottom-right
corner is flat at sd 0.003 and uncorrelated with the whole frame. So a
per-tile amplitude map over an 8x6 grid, which localises it hard: sd 7.65
in the band x 318..954, y 560..672 at lag 2.3 s, against 0.06 on the
wordmark. That band is the PRESS (A) BUTTON plate's rest position.

Decoding ptbtn00f.rat, the plate's highlight variant, gives the pulse
itself: alpha 0x00 -> 0x06 -> 0x4a -> 0x50, held, then back down through
0x4a to 0x06 across t=6..105. A glow that fades in and out, which is
exactly what a press-start prompt does.

So "the title screen loops at 2.2 s" was wrong in both halves. The title
ART is near-static apart from the two decoded sweeps at 7.5 s and 9.5 s;
what pulses is the PLATE, and the plate is build 2, not build 4. REFUTED
carries it under my own name.

Still amber, and said so rather than rounded off: the cycle LENGTH is not
readable. The keyframe group's last block has no time -- that slot
belongs to the next group -- so the declared span is at least 105 units,
1.75 s, against a measured 2.3 s. Consistent with a final block
extending the tail. Not confirmed.
2026-08-28 20:58:49 +00:00

15 KiB
Raw Blame History

Which GP_TITLE build is which screen — measured against the running game

Status: CONFIRMED for the four screens the boot path actually shows (title art, PRESS Ⓐ BUTTON, main menu, EXTRAS); 🟡 PROBABLE for their Japanese twins; open for the two DELTASABER plates.

Answers MISSION Q2. The previous statement — "build 4 title, 5 main menu, 6/8/9 submenus" — is partly wrong and is withdrawn: build 8 is the Japanese main menu, not a submenu, and GP_TITLE holds exactly one submenu (EXTRAS), in two languages.

The archive is eight screens, each shipped twice

GP_TITLE.pak has 16 entries; sylpheed-cli screen list calls 12 of them composable builds. The 16 fall into eight pairs, and each pair's two members have near-identical sizes and name hashes that differ by a constant — one character of the name apart:

entry hash bytes build idx pair
0 01a2db9c 483 958 0 A
1 0ff0b8a8 483 958 1 A
2 285d8849 267 014 2 B
3 369773cb 267 014 3 B
4 a60fcb85 12 278 666 4 C
7 b483e6e6 13 363 328 7 C
5 a715f485 6 977 437 5 D
8 b58a0fe6 6 931 653 8 D
6 a81c1d85 6 549 126 6 E
9 b69038e6 6 548 438 9 E
10 cdba806e 426 473 F
13 db2ea1f8 423 333 F
11 cec0a96e 999 643 G
14 dc34caf8 999 643 G
12 cf2a8ccd 1 774 639 10 H
15 dd56d99b 1 774 639 11 H

For the three pairs whose members differ visibly — C, D, E — the difference is English versus Japanese: build 7 is the title art with the katakana subtitle プロジェクト シルフィード, build 8 the main menu reading 新規 / ロード / チュートリアル / オプション / エクストラ, build 9 the EXTRAS submenu as エクストラ. That is the whole of the language split we can see. In pairs A, B and H the two members render byte-identical PNGs — the archive still carries two copies, but the artwork does not change with the language.

Pairs F and G are the four entries screen list does not classify as builds by default. They are the developer splash, and they render — see below.

The map

Contact sheet of every render: captures/title-builds/title-build-contact-sheet.png.

build what it is confirmed how
0, 1 a DELTASABER / SYLPHEED A.I. plate low-left on black, no background not observed running. Never seen in the boot path, the main menu, EXTRAS or MISSION SELECT
2, 3 the PRESS Ⓐ BUTTON plate — an overlay build of its own, not a state of build 4 seen composited over build 4 on the live title, at the same rect our render puts it
4 title art, English (PROJECT SYLPHEED, ™, (C)2006,2007 SQUARE ENIX) live-title-press-a.png
7 the same, Japanese 🟡 renders as the JP twin of build 4; the container runs an English locale, so it was not seen
5 main menu, English: NEW GAME / LOAD GAME / TUTORIAL / OPTIONS / EXTRAS, footer Ⓐ : OK live-main-menu.png — element for element
8 the same, Japanese 🟡 as above
6 the EXTRAS submenu, English: MISSION SELECT / MOVIE THEATER / BACK, footer Ⓐ : OK Ⓑ : Back live-extras.png
9 the same, Japanese 🟡 as above
10, 11 the same DELTASABER plate as build 0, over a dark circuit-line background not observed running

The splash — the four "non-build" entries, rendered

screen list --all widens the enumeration to every composable bundle and shows all 16 entries. The four that the default listing drops are the two halves of the developer splash, each shipped twice:

entry elements / sprites what it is
10, 13 3 / 2 the white SQUARE ENIX publisher logo
11, 14 7 / 6 GAME ARTS / SETA / studio anima — the developer logos

splash-entries-rendered.png. Rendered with screen render --all --primitives --black. Entry 11's seven elements are the three logos, their three _eff glows and the palogo_eff0.prm black backdrop — exactly the composition structures/ui-paint-order-key.md measured for the splash.

Confirmed against the running game — 2026-08-28

The 🟡 above ("no framebuffer capture to diff against") is closed. Recording the boot from the moment the window appears, at 2 fps, catches the splash before the movie: live-splash-publisher.png, live-splash-developer.png.

Edge-correlated against the renders, with the other half as a negative control:

capture vs entry 10 vs entry 11
publisher frame (t ≈ 2.0 s) 0.9146 @ (0,0) 0.027 ✗
developer frame (t ≈ 6.0 s) 0.033 ✗ 0.9792 @ (0,0)

Both halves match their own render at zero shift and are firmly rejected by the other. The 13/14 twins score 0.876 / 0.966 — near-identical artwork, so this test cannot tell a pair apart, only a screen from a different screen.

The splash's timing is DECODED, and the capture confirms it

Re-recorded at 10 fps (the 2 fps pass below was ±0.5 s and could not see ramps at all). The splash fades, both ways — it does not cut — and the bundle's own keyframes say so:

$ sylpheed-cli screen info --all --build 10 GP_TITLE.pak
1  palogo_sqex.t32       7 kf  [15  30  235 239 251 255  -]
2  palogo_sqex_eff.t32   4 kf  [15  30  45  -]              (the glow, child of 1)

$ ... --build 11
1  palogo_gamearts.t32   7 kf  [15  30  190 194 206 210  -]   (seta, anima identical)
2  palogo_gamearts_eff   4 kf  [15  30  45  -]

Under Q1's 1 unit = 1/60 s:

declared measured at 10 fps
SQUARE ENIX ramp in 15 → 30 = 0.25 s rise 0.4 → 0.8 s
SQUARE ENIX hold 30 → 235 = 3.42 s ≈ 3.5 s (0.8 → 4.3 s)
SQUARE ENIX fade out 235 → 255 = 0.33 s ≈ 0.3 s (4.4 → 4.7 s)
developer hold 30 → 190 = 2.67 s ≈ 2.4 s (5.6 → 8.0 s)
developer fade out 190 → 210 = 0.33 s ≈ 0.3 s (8.1 → 8.4 s)

The offset between declared and measured start is ≈ 0.35 s, which is simply that the recording's t = 0 is when the window appears, not when the guest starts drawing. Everything downstream of that lines up.

The overshoot is the glow. The measured rise peaks (6.21) at 0.8 s and settles back (5.39) by 1.1 s, which looks like a bloom. It is the _eff child element: its keyframes are 15 → 30 → 45, so it ramps in after the logo and then back down, while the logo itself holds. Decoded, not a rendering artifact.

So the port can read the splash's timing off the disc rather than author it — the first screen's animation is not a measurement it has to trust.

The wall-clock sequence, for orientation

SQUARE ENIX on screen ≈ 0.5 → 4.0 s after the window appears
black ≈ 4.5 s
GAME ARTS / SETA / studio anima ≈ 5.0 → 7.5 s
black ≈ 9.0 s
ADV.wmv begins ≈ 9.5 s

⚠️ The frames at ≈ 9.512.5 s show SQUARE ENIX again in cyan. That is not a third splash — it is the intro movie's own opening, which the milestone-2 notes describe as "white SQUARE ENIX + cyan glow + red diamonds". A capture-only reading would have recorded a third logo screen that does not exist.

So the first of the five screens now has a reference composite, a framebuffer capture, and its on-screen durations.

Reach of the two negatives. Builds 0/1 and 10/11 were looked for in: the whole boot sequence (a 5 s-cadence filmstrip from launch to the title, ~190 s), the title, the main menu, the EXTRAS submenu, the LOAD GAME slot list, the transition into MISSION SELECT (a 40-frame burst), and the attract cycle. They appear in none of them. The obvious remaining candidate is a long load — a mission launch — which is out of this objective's scope; they are most likely a loading/AI-chatter plate. That is a hypothesis, not a result.

Three things the captures settle beyond the map

The live title is two builds composited. Build 4 draws the art; build 2 draws PRESS Ⓐ BUTTON on top, and it fades in a beat later — a screenshot taken 2.5 s after arriving at the title has the art and no plate, one taken ~1 s later has both. The port must treat the plate as its own timed element.

The attract-loop title carries the plate too. After ~810 s idle the title fades to black, a full-motion video plays for ~85 s, and the title comes back — with PRESS Ⓐ BUTTON (live-attract-title-press-a-band.png). This is consistent with, and adds nothing to, the draw-quad comparison in canary-scripted-input-traps.md: the plate is not the tell that distinguishes the boot title from the attract title.

EXTRAS is the only main-menu destination inside GP_TITLE. Ⓐ on EXTRAS opens build 6 — measured. The other four destinations leave the archive: Ⓐ on LOAD GAME opened a LOAD GAME slot list, and Ⓐ on MISSION SELECT inside EXTRAS opened a MISSION SELECT screen, neither of which is a GP_TITLE build. dat/ carries GP_SAVE_LOAD.pak, GP_TUTORIAL.pak, GP_OPTIONS.pak, GP_MISSION_SELECT.pak and GP_MOVIE_THEATER.pak; that those are the archives behind the other four buttons is an inference from the names, not a measurement.

How to reproduce

sylpheed-cli screen list  "$SYLPHEED_DISC/dat/GP_TITLE.pak"
sylpheed-cli screen render --build 6 "$SYLPHEED_DISC/dat/GP_TITLE.pak" /tmp/b6.png
tools/re-capture/boot_menu.sh q2      # boots to the main menu, cursor on NEW GAME
tools/re-capture/pad.py dpad down 0.35 # x4 -> EXTRAS
tools/re-capture/pad.py tap A 0.30

Mind the d-pad hold — see METHOD.md.

The title is not a still image — it loops, ≈ 2.2 s

Recording the title at 10 fps for 22 s shows the screen never settles. After the build-in it oscillates by about ±0.5 in mean luminance, continuously:

peaks at   5.6  7.8  10.0  12.7  15.2  17.1  19.2  21.3 s
intervals  2.2  2.2   2.7   2.5   1.9   2.1   2.1
                                       mean 2.24 s

measured, n = 7 intervals, spread 1.92.7 s — peak-picking a low-amplitude signal is coarse, so read it as ≈ 2.2 s ± 0.4, not a precise period.

The mechanism is already decoded: build 4 declares ptloop01.rat / ptloop02.rat, and loop*.rat is a looping sprite animation rather than a composition (INDEX.md, UI screen layout row). So the title carries a looping element by construction; what is new is that it runs at ≈ 2.2 s and never stops.

The loop records ARE decoded — and they are not what I measured

ptloop01.rat is an opt -linked leaf record: in build 4 the chunk opt (size 0x0c) carries the name, immediately followed by a RATC blob at 0xbb5966 (ptloop02.rat the same at 0xbb5a82). Its pivot fields read 200/90, matching screen info's pivot (200,90) — the right blob.

The keyframes use the ordinary 40-byte block layout, starting at +0x68:

ptloop01pteff03.t32 ptloop02pteff03a.t32
kf0 t=150 x=639 α=ff t=150 x=1721 α=00
kf1 t=540 x=39 α=80 t=630 x=1111 α=80
kf2 t=600 x=1521 α=ff t=720 x=839 α=ff
scale 100 × 600 100 × 800
span 150 → 600 = 450 units = 7.5 s 150 → 720 = 570 units = 9.5 s

Y is constant at 270 and X runs off one edge to the other, so these are horizontal light sweepsloop01 left → right, loop02 right → left.

🔴 Two things I wrote last iteration are wrong

1. "A leaf record's keyframes are not in the build's 40-byte layout." Withdrawn — they are, exactly. The scan that "found nothing" demanded 29 strictly-increasing times because I read the word at +0x004 (0x001e0000) as a keyframe count. These records hold three keyframes. A filter that hard-codes the expected count rejects the right structure; whatever the 30 is, it is not the number of keyframes here.

2. "The ≈ 2.2 s oscillation is the ptloop elements." Withdrawn — I asserted the link because build 4 declares those elements, not because anything showed it. The decoded sweeps run 7.5 s and 9.5 s. A 22 s capture would show ~3 peaks from a 7.5 s cycle; it showed 8. So the loops are not what the oscillation measured.

Identified: it is the PRESS Ⓐ BUTTON plate pulsing

A per-tile amplitude map over the capture (8 × 6 grid, 18 s after build-in) localises the 2.3 s period precisely:

region sd dominant lag
band x ≈ 318954, y ≈ 560672 7.65 2.3 s
wordmark centre 0.06
bottom-right corner 0.003

That band is the PRESS Ⓐ BUTTON plate's rest position (ptbtn00.rat, rest (383,550), pivot (256,25)). It is build 2, composited over the title — not build 4.

Decoding ptbtn00f.rat, the plate's highlight variant, gives the pulse directly:

kf t alpha
0 6 0x00
1 29 0x06
2 35 0x4a
3 50 0x50
4 58 0x50 (hold)
5 97 0x4a
6 105 0x06

A glow that fades in to 0x50 and back out — exactly a "press start" pulse.

🟡 The cycle length is still not readable. The group's last block has no time (that slot belongs to the next group), so the declared span is ≥ 105 units = 1.75 s against the measured ≈ 2.3 s (138 units). Consistent with a final block extending the tail; not confirmed.

The declared 4.08 s build-in was not tested

That was the intent of this recording and it did not work. The title was reached by skipping the movie with Ⓐ, which cuts to black and brings the title up on a path that may not be the normal one; and the visible rise (≈ 2.7 s, from t ≈ 0.8 to 3.5) is a luminance curve, which screen-transitions.md already establishes is not the fade quad's ramp. So ≈ 2.7 s neither confirms nor contradicts build 4's declared 16 → 261 (4.08 s); the two are not measuring the same thing.

Testing it properly needs the title reached without a skip, and a way to separate the quad from the elements — neither of which this recording had.