The title screen draws background resources, creates frog objects and plays interface sounds. The Flipnote Decompilation Project traced each of these separately across four Studio ROMs; they are handled by different functions. [1]
Background assets
Graphics, palette and screen-map members for the title are named in each embedded UI archive. The title-screen code selects backgrounds for the main and secondary display engines. The lower-screen composition decoded from all four studied builds is pixel-identical, while upper-screen title graphic bytes can vary by language. [1]
Frog actions and timing
Each frog has a delayed appearance, an appearance animation, waiting, turning, jumping and cheek actions. A seeded random service chooses placement, delay and later actions. Comparisons with original code cover state changes and random-number calculations for the inputs tested. The exact sprite output and complete title-screen timing on hardware remain unverified. [1]
Sound is event-driven
The UI maps widget names to sound classes. A class contains sequence IDs for press, release, enter and leave, with optional context overrides. The opening cue and frog or button cues live in the shipped SDAT archive. Knowing the class and event edge explains which sequence was requested, but not the final speaker waveform or simultaneous voice priority. [1]
Interpreting the results
A matching background confirms its decoded pixels. Tests of the frog routine confirm its state changes for the inputs used. To measure the delay between the opening sound and the first visible frog, a hardware timing trace is still needed. [1]
