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Syplheed-Reborn/docs/re/ui-title-build-map.md
Sylpheed RE agent 88b3ce9af5 re: which GP_TITLE build is which screen, measured against the game
Q2. The archive is eight screens shipped twice, English and Japanese --
not the "build 4 title, 5 main menu, 6/8/9 submenus" the handoff claimed.
Build 8 is the JAPANESE main menu; 6 and 9 are the EN and JP EXTRAS, and
EXTRAS is the only submenu GP_TITLE holds. The PRESS (A) BUTTON plate is
its own build (2/3), composited over the title art and faded in a beat
later, not a state of build 4.

Confirmed by booting to the main menu and walking it: title, PRESS (A),
main menu and EXTRAS each match their render element for element. Builds
0/1 and 10/11 -- a DELTASABER / SYLPHEED A.I. plate -- were looked for in
the whole boot filmstrip, every title-side screen and the attract loop,
and appear in none of them; the reach of that negative is written down
rather than filled in with a guess.

Two rig traps went into METHOD: the menus drop d-pad presses shorter than
~0.3 s, and a grab 2.5 s after a transition can catch a screen mid-fade
-- which nearly wrote "the returned title has no plate" into the corpus.
2026-08-28 16:55:33 +00:00

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 The previous statement — "build 4 title, 5 main menu, 6/8/9 submenus" — is partly wrong and is withdrawn: build 8 is the Japanese main menu, not a submenu, and GP_TITLE holds exactly one submenu (EXTRAS), in two languages.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

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

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.