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Syplheed-Reborn/docs/re/structures/ui-paint-order-derived-check.md
Sylpheed RE agent f7f9b555f6 re(ui): the paint-order tie-break is undecodable from the bundle
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.
2026-08-29 02:26:19 +00:00

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# ✅ 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`](../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 × 2` as 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](ui-screen-runtime.md) 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.