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Syplheed-Reborn/docs/re/structures/ui-paint-order-key.md
Sylpheed RE agent d9ae42dd55 formats: derive the paint order from the sprite layer key
compose now sorts elements by the word at +0x08 of their sprite's T8aD header
instead of painting in declaration order, for every build except the two whose
measured order is hard-coded. That word is non-decreasing in the order the game
actually paints both measured screens, so every screen nobody has captured now
gets its layering from the file rather than from the declaration table, which is
provably not the paint order.

Verified with artifacts and both ways, not by a green build: the disc test
asserts the measured orders never invert the key and that the composite's key
sequence is sorted, and reading the word from +0x0c instead makes it fail; the
title composites identically; and GP_MISSION_SELECT — uncaptured — now composites
cleanly, committed as a capture.

Two things recorded rather than smoothed over: ties keep declaration order
because the game breaks them some other way that is not known, and the
developer-logo splash has no .rat child, so is_build rejects it and the
compositor never sees that bundle at all — its measured order is inert in
practice and screen render cannot draw it.
2026-08-19 05:28:05 +00:00

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The paint order comes from a layer key in the T8aD sprite header

Status: CONFIRMED on both screens whose paint order has been measured — the key is non-decreasing in paint order on every element that has a sprite, 20 of 24 on one and 6 of 7 on the other. 🟡 ties are not explained. the field's full meaning (it looks like flags, not a plain depth).

The field

Every T8aD sprite begins with a 44-byte header. The word at +0x08 — untouched by this project's decoder, which reads width/height/tile-count at +0x14/+0x18/+0x1c — sorts the screen.

Read in the order the game paints them (ui-screen-runtime.md has how that order was measured — off the live child list, checked against a draw capture):

GP_TITLE build 4, the title screen

paint slot element sprite +0x08
0 9 ptbase2 0x8000
3 10 pteff04 0x8020
5 6 pteff01 0x8040
6 20 ptlogo_back2eff 0x8081
7 19 ptlogo_back2 0x8082
812 14,15,18,16,17 back2eff1…5 0x8083 ×5
1319 0,2,4,7,1,3,5 ptlogo1/tm/ptlogo2 0x80a0 ×7
20 22 ptlogoall_eff 0x80a8
21 23 ptlogoall_eff2 0x80a9
22 21 ptcopyright 0x8100

GP_TITLE entries 11/14, the developer-logo splash

paint slot sprite +0x08
13 the three _eff glows 0x a100 ×3
46 the three base logos 0x a110 ×3

Both are ascending, with no inversion anywhere. On the splash it explains the whole permutation — the glows sort before their logos because 0xa100 < 0xa110, which is why the declaration table's interleaving (base, glow, base, glow) is not what you see.

Why this matters

It is the first file-derivable account of the paint order. Everything checked before it failed: declaration order and its reverse, the placement region, the RATC child order, keyframe start and rest times, resting Y, the runtime element record's fields, and every other build's table. This is a per-sprite value the port can read directly.

What is not settled

  • Ties. Two groups share a key (0x8083 ×5 and 0x80a0 ×7) and the game paints them in an order that is not the declaration order — 14,15,18,16,17 and 0,2,4,7,1,3,5. Something breaks those ties and it is not known. For the port it may not matter (tied elements are same-layer, and the three ptlogo1/ptlogo2 instances are the ghosts that are not drawn at rest), but it is unmeasured, not proven harmless.
  • The field's meaning. 0x8000, 0x8020, 0x8040, 0x80810x8100 on one screen and 0xa100/0xa110 on another look like flag words with a layer in some of the bits rather than a plain integer depth. Sorting on the whole word works on both screens; which bits actually carry the layer is unknown.
  • Two screens is two screens. A third measured permutation would either promote this to a rule or break it. The cheapest one available is any screen whose object is resident at the same time as the title's.

Landed in the compositor (2026-08-19)

ui_layout::compose now paints in the derived order — a stable sort of the elements by sprite_layer_key — for every build except the two whose measured order is hard-coded, which stay as the ground truth they are. Elements with no sprite (the .prm primitives) have no key; they keep their declaration position among themselves and compose skips them anyway.

Verified three ways rather than by a green build:

  • a disc-gated test asserts the measured orders are non-decreasing in the key and that the composite's key sequence comes out sorted — and it was checked both ways: reading the word from +0x0c instead of +0x08 makes it fail;
  • the title still composites identically (its measured order is used);
  • a screen nobody has captured — GP_MISSION_SELECT — now composites cleanly (capture).

Found on the way, and worth its own line: the developer-logo splash bundle has no .rat child, so ui_layout::is_build rejects it and the compositor never sees it. Its measured order is therefore inert in practice, and the splash cannot be rendered by screen render at all. That is a separate gap in what counts as a "build", not a paint-order question.