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Syplheed-Reborn/docs/re/ui-keyframe-time-unit.md
Sylpheed RE agent bc6354dce0 re: the title presents at 28.5 fps idle -- the keyframe unit is settled at
1/60 s, and the 60 Hz reading is excluded

ui-keyframe-time-unit.md named its own re-test and nobody had run it: time
300 submitted frames on the IDLE title, where nothing is streaming from
the ISO. Reaching the title is cheap now that one A skips the intro, so
this cost one boot.

Two clean trials: 300 frames in 10.40 s and 10.60 s, i.e. 28.8 and 28.3
fps. That is the same rate as the 27.6 fps measured during the loading
splash, which is exactly the page's own criterion for "the game is 30 Hz
and the unit is 1/60 s". The 60 Hz alternative is now excluded rather
than disfavoured: it needs the emulator at 47% of real time while sitting
idle on a screen the capture says costs 1526 draws over 300 frames, about
five per frame. Nothing there halves an emulator.

So the durations stand as written -- title 4.2 s, main menu 1.1 s, EXTRAS
0.87 s -- and Q1 leaves the handoff's open-residue table. It stays
MEASURED, not decoded: no field on the disc says sixtieths of a second.

One trap, and it nearly cost the conclusion. My first attempt reported
39.5 fps, which sits between the two hypotheses and would have left the
question open. It was a harness bug: I polled the log for a "done" line
rather than for the COUNT of them increasing, so it matched a capture
that had already completed and timed 0.1 s of nothing. METHOD gets the
general form -- a log-polling probe must compare a count, not test for
presence.
2026-08-28 19:11:11 +00:00

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# What a keyframe time is worth, and what shape the ramp has
**Status:**`CONFIRMED` for the two things the port is blocked on — the ramp is
**linear**, and the animation clock advances **2 keyframe time units per frame the
game submits**. 🟡 the conversion to *seconds* rests on one further step: the game
was measured presenting **27.6 frames/second**, which reads as a 30 Hz title
running at ~92 % under the emulator, giving **1 unit = 1/60 s**. That last step is
reasoning over a measurement, not a measurement — see *the reach of the negative*
below.
This answers `docs/port/MISSION.md` **Q1**. Everything animated downstream — the
title wordmark zoom, the main menu's staggered buttons, every fade — is scaled by
this number.
## The measurement
The question cannot be asked of a screen that is sitting still, and
`log_ui_draws` armed *at* a screen only ever sees the steady state. So arm it
repeatedly through the boot and keep every log: each F10 opens a new numbered
file and **closes** the previous one, which stays on disk complete. Re-arming
every 3 s tiles the whole approach to a screen, and whichever file straddles the
build contains it. `tools/re-capture/screen_build_capture.sh` does this; it sends
no pad input at all, because Ⓐ during the boot has ended a run on a permanent
black screen (`canary-scripted-input-traps.md`).
The developer-logo splash is the cheap target: it is the first thing the guest
draws, roughly ten seconds in, and its bundle (`GP_TITLE.pak`, `--all --build 11`
/ `14` — the `palogo` group) declares short, unambiguous ramps.
The capture is committed: [`captures/ui-timing/splash-build-draws.log`](captures/ui-timing/splash-build-draws.log)
(the raw draw stream) and [`captures/ui-timing/splash-build-quads.csv`](captures/ui-timing/splash-build-quads.csv)
(`tools/re-capture/kf_time_probe.py`, one row per quad per frame: pixel rect and
the per-vertex colour whose high byte is the element's fade).
Frame numbers are the emulator's **VdSwap count** — frames the guest submitted —
so an emulator running at 80 % of real time does not move them. That is the whole
reason to measure in this unit rather than with a stopwatch.
### The quads are the splash, by position and size
Every sprite in the capture lands on its declared placement:
| capture quad | declared element (build 11) | declared placement |
|---|---|---|
| `666x65 @ (307,331)` | `palogo_sqex.t32` 666×68 | (309,330) |
| `525x90 @ (378,155)` | `palogo_gamearts_eff.t32` 521×91 | (379,154) |
| `262x108 @ (512,306)` | `palogo_seta_eff.t32` 261×110 | (511,305) |
| `499x72 @ (390,162)` | `palogo_gamearts.t32` 500×71 | (390,164) |
| `243x86 @ (518,317)` | `palogo_seta.t32` 240×89 | (521,316) |
(A quad runs a few pixels under its sprite; that offset is already recorded in
`ui-title-paint-order-capture.md` and is not what is being measured here.)
## Result 1 — the ramp is linear, exactly
`palogo_gamearts_eff` and `palogo_seta_eff` declare a fade-in of
`t=15 a=0 → t=30 a=255`: a **15-unit** ramp. Their fade alpha, frame by frame,
straight out of the capture:
| frame | 94 | 95 | 96 | 97 | 98 | 99 | 100 | 101 |
|---|---|---|---|---|---|---|---|---|
| alpha | `0x22` 34 | `0x44` 68 | `0x66` 102 | `0x88` 136 | `0xAA` 170 | `0xCC` 204 | `0xEE` 238 | `0xFF` 255 |
| ⇒ units into the ramp *k* | 2 | 4 | 6 | 8 | 10 | 12 | 14 | ≥15 |
`round(255·k/15) = 17k` reproduces **all seven samples with zero error**. An eased
ramp cannot do that: any ease-in/ease-out would bend the first and last steps, and
these are a constant 34 throughout. **Linear interpolation, refuted-nothing-left.**
The same element's fade-*out* gives the same law with a one-count offset —
`255·(1k/15) 1` = 254, 220, 186, 152, 118, 84, 67, 33 for
*k* = 0, 2, 4, 6, 8, 10, 11, 13, which is exactly what the capture holds on frames
108115.
## Result 2 — 2 time units per submitted frame
Read *k* off the row above: 2, 4, 6, 8, 10, 12, 14 on seven consecutive submitted
frames. **The clock advances 2.000 units per frame, over six consecutive
intervals, with no residual.** The fade-out shows the same 2-per-frame step with
one single-unit frame (*k* goes 10 → 11 → 13), so the quantum underneath is 1 unit
and the normal step is two of them.
Cross-checks in the same capture, all consistent:
* the declared hold `t=30 → t=45` (15 units) is held for frames 101107, **7
frames** ≈ 14 units;
* `palogo_sqex`'s fade-out steps in multiples of 17 per frame (34 with the odd
17), the same 255/15 quantum;
* the `gamearts`/`seta` pair holds full alpha for frames 116198 and fades out
over frames 199211.
## Result 3 — the conversion to seconds, and how far it reaches
300 submitted frames took **10.87 s** wall-clock, measured by arming one bounded
capture over the splash and timing it to its own `[UI-CAP] done` line:
**27.6 frames/second**.
With 2 units per frame that is **55 units/second measured**. The two readings that
fit are:
* **30 Hz present, 60-unit-per-second timeline** — the emulator running at 92 % of
real time. A 30 Hz renderer stepping a 60 Hz timeline is exactly the 2-units-
per-frame quantum that was measured, and 92 % is an ordinary number for this
container.
* 60 Hz present at 46 % of real time, giving a 120-unit-per-second timeline. This
requires the emulator to be running at *less than half speed* while drawing four
quads over a black screen, and it requires the game's timeline to tick at 120 Hz.
**Taking the first**: `1 unit = 1/60 s`. The title build (`GP_TITLE.pak` build 4,
t = 16 … 269) is then **4.2 s**, and the main menu build (build 5, t = 12 … 80)
**1.1 s**.
**The reach of this negative** *(as written before the test below — kept for the
reasoning)*: the present rate was measured *during the boot splash*, where the
guest is also streaming from the ISO, so it is a lower bound on the emulator's
speed and cannot by itself exclude the 60 Hz reading. What would settle it is the
same 300-frame timing taken on the **idle title screen**, where nothing is
loading — if that also comes out near 28 fps the game is 30 Hz and the unit is
1/60 s; if it doubles to ~55 fps the game is 60 Hz and every duration on this page
halves.
## ✅ That test was run — 2026-08-28. The game is 30 Hz; `1 unit = 1/60 s`
Reached the title with a single Ⓐ to skip the intro
([`movie-binding.md`](movie-binding.md)), let it settle 12 s so nothing was
loading, then armed the bounded 300-frame capture and timed it to its own
`[UI-CAP] done` line:
| | 300 frames in | rate |
|---|---|---|
| idle title, trial 1 | 10.40 s | **28.8 fps** |
| idle title, trial 2 | *arm produced no capture* | — |
| idle title, trial 3 | 10.60 s | **28.3 fps** |
| *(prior)* boot splash | 10.87 s | 27.6 fps |
**~28.5 fps on an idle title — the same rate as the loading splash.** By this
page's own criterion that settles it: the title presents at **30 Hz**, the
timeline ticks at **60 units/second**, and **`1 unit = 1/60 s`**.
**The 60 Hz reading is now excluded, not merely disfavoured.** It would require
the emulator to be running at 47 % of real time *while sitting idle on a static
title* — and the capture says that screen costs **1 526 draws over 300 frames,
about 5 draws per frame**. Nothing there is expensive enough to halve the
emulator's speed, and the splash and the idle title returning the same rate is
exactly what a constant ~95 %-of-real-time emulator looks like.
So the durations on this page stand as written: title build 4 ≈ **4.2 s**, main
menu build 5 ≈ **1.1 s**, and `EXTRAS` build 6's declared fade-in ≈ **0.87 s**.
⚠️ Still **measured, not decoded** — no field on the disc says "sixtieths of a
second". What changed is that the measurement now has an idle-state control and
the competing reading is ruled out.
## What this does not say
* Nothing here is a *decode*: no field on the disc says "sixtieths of a second".
The number is measured from the running game, and the port is transcribing a
measurement, not a disc value.
* The splash drew `palogo_sqex`, then `palogo_gamearts` + `palogo_seta` with their
`_eff` sprites — but **not** `palogo_anima` (declared at 388×136 @ (446,449)) and
not `palogo_sqex_eff`, in the ~7 s of capture after the pair faded out. The
`_sqex_eff` absence is explainable (the capture joined the SQUARE ENIX logo
mid-hold); the missing studio-anima logo is not, and is left as an open
observation for Q2 rather than a claim.