Q3 was delivered as "decoded: a u16 layer key at +0x0A". The audit last
iteration showed the key does not fully order a screen -- elements
sharing a key are tied, and on the title that tie-break decides two total
occlusions. This searches for what breaks the tie, and closes it as a
negative with reach.
The game paints the five tied ptlogo_back2eff glows in the order
eff1, eff2, eff5, eff3, eff4. Three static structures were searched:
1. The declaration table. Entries 14-18 are byte-identical apart from the
pivot, which is only half the sprite's own size.
2. The T8aD headers. All five carry identical +0x04 (0x8832) and
identical +0x08/+0x0A (32899, the key itself), differing only in
position and tile count. Searched exhaustively -- every offset
0x00-0x7f, u8/u16/u32, ascending and descending:
fields sorting to the MEASURED order: 0
fields sorting to the DECLARATION order (control): 64
The control is the point: 64 fields can be found that reproduce a
known ordering, so the scan finds ordering fields when they exist. It
finds none for the order the game uses.
3. The RATC child order -- a genuinely different permutation on other
screens -- gives eff1..eff5 here, declaration order again.
All three static orderings give eff1..eff5; the game gives eff1,2,5,3,4.
That agrees with ui-screen-runtime's conclusion from the other direction:
the game builds a reordered child list at load time and paints that.
Q3 now reads honestly: the layer key is decoded and orders 4 of the 5
measured bundles exactly; the tie-break within a key is undecodable, and
a consumer must use a measured order or accept declaration index as an
arbitrary stand-in. The port's exposure remains 2 overlapping tied pairs
on EXTRAS.
METHOD: an exhaustive field search needs a positive control, or "found
nothing" is worthless.
5.7 KiB
✅ Does the derived paint order reproduce the measured ones? Mostly — and the gap is bounded
Status: ✅ checked, with numbers. compose uses a paint order measured
from the running game for the builds that have one and falls back to
derived_paint_order — a sort on each sprite's layer key — everywhere else. The
code's doc comment claimed the derived order "reproduces both measured orders up
to ties". That was a hedge with no measurement behind it, and it was stale:
there are three measured orders now, not two.
Tool: cargo run -p sylpheed-formats --example paint_order_audit -- dat/GP_TITLE.pak.
Output committed at data/paint-order-audit.txt.
The claim holds, and the exception is all ties
| build | derived == measured | inverted pairs | of which same-key ties |
|---|---|---|---|
| main menu (entries 5, 8) | YES | 0 | — |
| developer splash (11, 14) | YES | 0 | — |
| title (entry 4) | NO | 8 | 8 — every one |
Four of the five measured bundles reproduce exactly. The title's eight disagreements are all between elements that share a layer key, which the sort cannot order and breaks by declaration index.
⚠️ Two of those ties are total occlusions
The tied family is the five ptlogo_back2eff glows, all key 32899:
measured paints: 14, 15, 18, 16, 17
derived paints: 14, 15, 16, 17, 18
Two pairs flip, and they are not near-misses:
| pair | overlap | |
|---|---|---|
back2eff5 vs back2eff3 |
82 824 px² | 100 % of the smaller |
back2eff5 vs back2eff4 |
152 047 px² | 100 % of the smaller |
back2eff5 is 1133×280 and fully contains both. Derived paints it on top of
two glows it completely covers; the game paints it underneath. So a tie-break by
declaration index is not cosmetic — where it is wrong, it can be wrong by a whole
layer. ✅ The title is unaffected in practice, because it has a measured order.
✅ The port's actual exposure is two element pairs
Per build, counting tied pairs and how many of them overlap (only those can paint visibly differently):
| entry | the port's screen | order used | tied pairs | overlapping |
|---|---|---|---|---|
| 4 | title | measured | — | — |
| 5 | main menu | measured (derived agrees exactly) | 0 | 0 |
| 6 | EXTRAS |
derived | 15 | 2 |
| 10 | publisher splash | derived | 0 | 0 |
| 11 | developer splash | measured | — | — |
So of the five screens, one rests on an unverified derived order, and its risk is two overlapping tied pairs — not the 15 the raw tie count suggests. The publisher splash's derived order is fully determined (no ties at all).
🟡 For completeness, outside the port's set: entry 7 (the Japanese title) is the worst on the disc at 37 tied pairs, 16 overlapping.
Reach
- This checks the derived order against the orders measured from the running game; it is not an independent derivation of what the game does. Where no measured order exists, agreement cannot be checked at all — only the tie exposure can, which is what the table above reports.
- Overlap uses
pivot × 2as the element's size (documented as the sprite's own dimensions for a.t32) at its resting placement, so scaled or rotated elements are approximated.
❔ The tie-break is undecodable from the bundle — searched, with reach
The audit above leaves one question: the layer key orders elements, but what orders elements that share a key? On the title that tie-break decides two total occlusions, so it is not academic.
The game paints the five tied ptlogo_back2eff glows in the order
eff1, eff2, eff5, eff3, eff4. Three static structures were searched for
anything that reproduces it.
1. The declaration table. Entries 14–18 are byte-identical apart from the pivot, which is just half the sprite's own size:
14 ptlogo_back2eff1 00000000 ffffffff ffffffff 00000000 ffffffff 0000004e 0000003c 00000000
15 ptlogo_back2eff2 00000000 ffffffff ffffffff 00000000 ffffffff 00000074 0000005b 00000000
16 ptlogo_back2eff3 00000000 ffffffff ffffffff 00000000 ffffffff 000000aa 0000005b 00000000
17 ptlogo_back2eff4 00000000 ffffffff ffffffff 00000000 ffffffff 00000149 0000005b 00000000
18 ptlogo_back2eff5 00000000 ffffffff ffffffff 00000000 ffffffff 000001fb 0000007e 00000000
2. The T8aD headers. All five carry identical +0x04 (0x8832) and
identical +0x08/+0x0A (32899, the layer key itself). They differ only in
position and tile count. Searched exhaustively: every offset 0x00–0x7f, at
u8, u16 and u32 width, sorted both ascending and descending —
| fields sorting to the measured order | 0 |
| fields sorting to the declaration order (control) | 64 |
The control matters: 64 fields can be found that reproduce a known ordering, so the scan is capable of finding an ordering field when one exists. It finds none for the order the game uses.
3. The RATC child order — the bundle's second element list, which is
genuinely a different permutation from the declaration table on other screens.
For this family it reads eff1, eff2, eff3, eff4, eff5: declaration order again.
The answer
❔ Undecodable from the bundle, with reach. All three static orderings give
eff1…eff5; the game gives eff1, eff2, eff5, eff3, eff4. That is consistent
with what ui-screen-runtime already concluded from the
other direction — the game builds a reordered child list at load time and
paints that.
So Q3 resolves as: the layer key is ✅ decoded and orders 4 of the 5 measured bundles exactly; the tie-break within a key is ❔ undecodable, and a consumer must either use a measured order or accept declaration index as an arbitrary stand-in.