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Syplheed-Reborn/docs/re/REFUTED.md
Sylpheed RE agent e81dcad632 re: the boot intro and the attract loop are the same video, and the
new-game intro has a name

Q9, answered twice over -- once from the disc and once from frames I had
already captured and not used.

The movie manifest's first eight slots are the whole boot-side flow, and
the slot key is the role: LOGO1-4 -> logo1-4.wmv (not on the disc, which
is why the splash is a screen), ADVERTISE_MOVIE -> ADV.wmv, STAFF_ROLL ->
the credits reel, MS00A -> S00A.wmv, MS01A -> S01A.wmv. So the new-game
intro is S00A.wmv, decoded -- which is the half I could not test at
runtime, because A on NEW GAME hangs the emulator.

And there is no separate boot-intro slot: ADV.wmv IS the advertise movie,
the boot just plays it first. Confirmed independently by matching 19
attract frames against five candidates -- 15 hit ADV with a playhead that
advances monotonically at the sampling rate and ends at 137 s, its full
length, with the title back on the next sample. So the attract movie
plays to its end; nothing cuts it short.

That corrects me. Two iterations ago I recorded the attract movie as
"~85 s, so probably not ADV.wmv" -- arithmetic on a start I never
observed, since sampling began 39 s in. REFUTED and METHOD both take it,
along with the matcher's real failure mode: a near-black frame has no
signature, and its runner-up is not evidence.

Skippability I did NOT settle, and the corpus contradicts itself: one
page says A skips a movie every time, while the boot harness deliberately
never taps during one because it breaks the title. Named the one-boot
test rather than picking a side.
2026-08-28 18:29:39 +00:00

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# Refuted — claims that were tested and died
**Read this before proposing a hypothesis.** Every line below was believed at
some point, measured, and found false. Reviving one costs a whole iteration and
produces nothing.
This file exists because the list had been living in the autonomous agent's
*loop prompt* — the only copy, lost the moment the container was. A refuted
result is a real result; it belongs in the corpus like any other.
**Format:** each entry is the claim as it was believed. Where the true answer is
known it follows after `→`. Grouped by subject so a grep for your noun finds the
neighbourhood, not just the line.
---
## Offsets, structs and the progress singleton
* `position = instance − 0x12c` → refuted.
* `+0x29d0` → refuted.
* "an offset intersection can find a struct's consumer" → **only for LARGE or
unusual offsets.** Small ones have no power (`+184`: 301/351/115 hits).
* "a `+1956` store means a progress write" → writes go through the COPY, not
direct stores. 9 direct stores, none of them a progress write.
* "the singleton-global filter can find progress writers" → it fails its own
control.
* "the progress copy destination is an `r1`-relative stack local" → it is a
**frame register**. The `r1` assumption returned 0 for all 21 candidates
*including the known-good* — the filter was killed by its own control.
* "word B's writer also stores the Time/Points record" → it does not.
* "the debriefing records the metric with the clear bit" → 44 calls, exactly two
strings (`DEBRIEFING`, `BASE_INFO`), no `Time`, no `Points`.
* "`0x820AF030` holds live state" → all 384 words constant; it is a
spawned-entity record, not live state.
## Screens, classes and RTTI
* "the attract movie runs ~85 s, so it is not `ADV.wmv` (137 s)" → **mine, and
wrong.** Sampling began 39 s into the movie, so what was timed was its tail.
The attract movie **is** `ADV.wmv`, played in full.
[`movie-binding.md`](movie-binding.md)
* "the boot intro and the attract movie are different videos" → one asset, one
manifest slot (`ADVERTISE_MOVIE`).
* "the new-game intro is unidentified" → `MS00A` → `S00A.wmv`, decoded from the
movie manifest.
* "`GP_READY_ROOM.pak` holds the Ready Room screen" → its 317 distinct element
names contain **none** of the six visible labels; it is the briefing /
tactical-map content behind the `BRIEFINGS` item.
[`ready-room-probe.md`](ready-room-probe.md)
* "the Ready Room might be 3D with a UI overlay" → it is **2D**; the pak carries
zero 3D containers.
* "element kind `0x3002` is *the* button kind" → title-side only. All 902
`GP_READY_ROOM` bundles have **zero** `0x3002`; that pak uses `0x3000`,
`0x3004`, `0x300c`, `0x3008`. `0x3002` is one member of a `0x3000` family.
* "the transition between menu screens is a cut" → it is a **fade through
black**; a 0.5 Hz screenshot burst simply samples too slowly to see it.
[`screen-transitions.md`](screen-transitions.md)
* "the main menu's initial focus is fixed" → three boots of one script gave
`TUTORIAL`, `TUTORIAL`, `NEW GAME`.
* "the title menus drop d-pad presses shorter than ~0.3 s" → **refuted by my
own data.** The menu **wraps at both ends**; every press registered, and the
"missing" step was the wrap. See [`menu-navigation-semantics.md`](menu-navigation-semantics.md).
* "the main menu opens with `NEW GAME` focused" → it opens on **`TUTORIAL`**,
2/2 boots (🟡 a third recorded run implies `NEW GAME`, so this is reproducible,
not invariant).
* "`GP_TITLE` builds 6/8/9 are three submenus" → **8 is the JAPANESE main
menu**, and 6/9 are the English and Japanese `EXTRAS` submenu. `GP_TITLE`
holds eight screens shipped twice (EN/JP), and exactly one submenu. See
[`ui-title-build-map.md`](ui-title-build-map.md).
* "the `PRESS Ⓐ BUTTON` plate is a state of the title build" → it is **its own
build** (2/3), composited over build 4 and faded in a beat later.
* "the RTTI route can name the anonymous classes" → 1 150 vtables: 1 150
`ANON_`, 0 `rtti_present`, 0 base classes.
* "the sibling vtable methods name the class" → they cannot.
* "`xrefs` can name the callers of a vtable method" → no.
* "the `ind_call` refutation voids existing corpus claims" → damage bounded,
4/4 caller claims verify. But **`xrefs.ind_call` is a CROSS PRODUCT** — always
filter `kind='call'`.
* "`BASE_INFO` marks the 5-slot screen family" → it discriminates
screen-config from table-read, 9/9 vs 10/10.
* "a high key count means a rich screen" → `sub_82297550` / `sub_822A2F00`'s 27
"keys" are coordinate pairs, i.e. a layout table.
* "`EX_` = the CHALLENGE-mission debriefing" → `EX_` is **EXTRA**, mission-kind
3.
* "the `EX_` selection has not been shown" → it has: `[[obj+4]+184] == 3`.
## Stages, missions and the challenge set
* "the disc's stages are numbered 1..28" → S01–S16 story, S17 **cut**, S18–S23
tutorials, S24–S29 challenge.
* "S24–S29 are story missions" → they are the challenge missions.
* "the challenge missions have their own maps" → they reuse
`GP_MAIN_GAME_E.pak`'s stage records.
* "the challenge `REQUIREMENT` values are 16,25,26,27,29" → the chain is
16→24→25→26→27→28.
* "the `Extra0n` family shares one leaderboard metric" → `RECORD_TYPE` is
per-stage: 3 Time / 3 Points.
* "stage = filled SHAB count + 1" → refuted.
* "the first TRIGGER is always the point of no return" → refuted.
* "`EnumUnit_S14.tbl` might be missing" / "S14's 13 are a manifest omission" /
"asteroids are exempt from the manifest" → S14's 13 are **dangling
deployments**. NEEDS-HUMAN: fly S14.
* "`StageMessageSet_S02.tbl` is not in the pak" → it is.
* "`S28_p1` has an asteroid volume with no definition" → refuted.
* "`test_s8p1_asteroid.tbl` is test-only" → refuted.
* "the settings family has 28 or 29 objects" → 24.
## ISL / mission scripting
* "the bytecode is in the `.embsec_` sections" → refuted.
* "only 31 built-ins take a unit" → refuted.
* "`sub_8230C398` is the message pump" → refuted.
* "`bus+8216` is the subscriber registry" → refuted.
* "the ScriptPhase vtable is ≥200 slots" → 113.
## IDXD, paks and naming
* "IDXD record keys are `name_hash`" → record keys are **`tag_hash`**
(case-SENSITIVE); `name_hash` is case-INSENSITIVE and used for pak keys.
* "pak TOC order is stage order" / "TOC order is semantic order" → it is not.
* "the executable holds the asset names" → the image names **no data value at
all**; that route is powerless.
* "the image might name a data VALUE" → powerless.
* "the XPR2 manifest names hash to the DefTables tables" → refuted.
* "the `DefTables` model names are unreachable" → reachable via the `Enumerate`
declaration tables (1 413/1 425, 99.2 %).
* "the `GP_MAIN_GAME_*` unnamed block is undiscovered data" → refuted.
* "each `GP_MAIN_GAME_*` `Enumerate` object declares something" → refuted.
* "`GP_HANGAR_ARSENAL` is missing data tables" → refuted.
* "the `Enumeration` self-index can name objects" → a self-index names
**records, not files**.
* "a per-pak prefix might close the 2D blocker" → no.
* "the `+` paths might name the 2D or `GP_READY_ROOM` keys" → the `+`-dictionary
route is exhausted, 0 of 1 817.
* "the `game:\` paths are unresolved" → refuted.
* "a set-difference over file names can see reuse" → it cannot; **join per
USER**. Per-pak copies are ×6.
## Audio
* "`BGM_001.slb` is three sub-waves (10 KB + 4.47 MB + 4.67 MB)" → the 10 KB is
the **bank header**; a bank is **two** waves.
* "a music bank's two waves might be intro + loop, two variations, or two halves"
→ they are **two stems of one performance, played together** — equal duration
in 32/32 banks, and sample-synchronous.
[`structures/bgm-two-stems.md`](structures/bgm-two-stems.md)
* "`BGM_106`–`BGM_109` break the two-wave rule" → they are the leading-region
straddle; realigned across entry boundaries they obey it.
* "the cue table names which BGM belongs to which screen" → all 32 BGM cues are
numeric (`BGM_001`…`BGM_109`).
## Units, weapons, effects and assets
* "`Generic` (394) is the unit datasheet" → refuted.
* "a loadout's `Arm1` names an item" → it names a **hardpoint slot**
(`Turret_NNN`), 59/59.
* "`EnumUnit` and the unit datasheet share a vocabulary" → they do not.
* "the roster is the `Generic.Model` set" → roster 40, `Generic.Model` 46,
`GameResourceID` 480 — three vocabularies.
* "every unit ID is `UN_<l>###_<FACTION>_<name>`" → the grammar is
`UN_<letter>###_[<subkind>_]<FACTION>_<name>`.
* "`_EXn` is the `Extra0n` index" → three different `EX` vocabularies exist.
* "the only two `_EX5` names on the disc are the AA gun and the DeltaSaber" →
refuted.
* "running the tutorial will instantiate the `_Ttrl` weapons" → refuted.
* "the disc has exactly three `EnumWeapon` tables" → four.
* "the `wep_NN` package gaps are unshipped weapons" / "`wep_85` is the tip of a
family" → `wep_85` is the **only** declared-but-unshipped asset (59/0/1/26).
* "nothing is deployed without being declared" → refuted.
* "effects are one namespace" → refuted.
* "the 58 undeclared effect names are missing assets" → refuted.
* "all five orphan effects are unshipped" → refuted.
* "`eff_f0002` ships in `Base.xpr`" → refuted.
* "`Base.xpr` holds more bound effects than `ptc_pack`" → refuted.
* "the 34 unlocated are a scatter" → refuted.
* "the 9 unlocated might be under another prefix" → refuted.
* "`ptc_pack` has 532 names" → 727.
* "the `_e`/`_f` law is effect-FIELD-specific" → it is the **faction law**,
564/564.
* "a disc-wide `.xpr` byte search can show an effect is ABSENT" → it cannot.
* "`rot_n001` is on the disc" → refuted.
* "`rou_f004`'s mesh is in `Stage_S28.xpr`" → it is in `DeltaSaber_A.xpr`.
* "`parent` + `_all` + `_child` is the composite-model convention" → refuted.
`_hangar` **is** real (59 of 166, 59/59 with a bare twin); `_all`/`_child` is
not.
* "`Motion_guard_start` has no damage variants" → refuted.
* "`CoverArea` bits 2 and 3 are mutually exclusive" → refuted.
* "the 27 unresolved `NamePlate` values are missing objects" → refuted.
## LOD, background and misc tables
* "`EnumLODSet_*` is a per-stage family" → `EnumLODSet_test.tbl` serves 17
stages; 17+5+1 = 23.
* "there are 8 orphan LOD tables" → 6.
* "the orphans are stale copies of `_test`" → refuted.
* "S25 is absent from the `DefTables` LOD families" → refuted.
* "`BackGroundID` has no referent anywhere" → it is an **identity**.
* "`BackGroundPackage == BG_<id>.xpr`" → refuted.
* "`<X>ID` + `<X>Package` is a convention" → refuted.
* "`Placement_*` / `RouteTest_*` are unattached" → refuted.
* "the `AsteroidDefinition` join does not reproduce by hash" → it does.
* "the 8-value frame is a new finding" → it was already in the corpus.
## Loaders, config and tuning
* "the config reader is XML" → INI.
* "`sub_822F9498` is the unit-definition loader" → it is `PlayerParams`'s.
* "`sub_822AE628` reads the main-game `Tweak`" → refuted.
* "`sub_8230D1F8` is a rank table" → it is the stage-settings loader.
* "`sub_82286BC8`'s key list is new" → refuted.
* "`sub_825F2CF0` / `sub_825F2F88` read a post-processing table" → refuted.
* "`Booster` is a new schema" / "`Booster` is the player craft's flight
envelope" → refuted; nothing selects `Booster`.
* "the `AnalogRevice`/`Tweak` block is unreachable" → reachable
(`sub_821A6CF0`, base `0x820A1630`).
* "a 0-xref string block has no reader" → refuted.
* "the AI table was NEEDS-HUMAN" → refuted.
* "the `PG*` HUD names are undocumented" → they are documented.
* "a base-solver row identifies a FUNCTION" → it does not.
* "a 64K-boundary base is low confidence" → **inverted**; it is high
confidence.
* "the 0x820B0000 cluster is a false positive" → refuted.
* "a pointer to a function in the image implies a registry" → refuted.
`.pdata` is not a registry.
* "the 13 player-facing chatter tables are the WINGMAN tables" → refuted.
* "the 8 undeclared chatter tables are tutorial chatter" → refuted.
* "other datasheets ship a schema too" → refuted.
## Encoding and text
* "every IDXD string value is ASCII" → 6 non-ASCII values of 99 328.
* "`文字列` is a dev placeholder" → they are Shift-JIS **type words**.