Gate: `godot --path port -- --boot --film=/tmp/boot` runs publisher_logo -> developer_logos (4.65 s) -> title (8.57 s), holding on the title after 13.05 s, each screen fading in, holding, and fading through black into the next. verify-screen now covers all 16 screens and passes `--all` to the reference renderer: the exporter addresses by pak entry index, which is the numbering `--all` uses, and without it `--build 10` would land on entry 12. The four new splash bundles come in at max 1-2/255. The three known differences are unchanged. Also recorded, taken from the RE agent rather than re-derived: * Focus stays "replace" -- over-vs-instead is unobservable (the focused sprite covers the base at 100 % of base-visible pixels; the two compositions differ by RMSE 1.1, under the gamma floor). The port guessed right for the wrong reason. The real gap is that ptbtn0Nf.rat declares TWO sprites -- a glowing ring, then the label -- where ptbtn0N.rat declares one. P5's, and the ring's placement is not decoded, so it will be authored from the capture and marked as such. * RMSE against captures has a FLOOR: capture ~ 255*(render/255)^g, g ~ 1.49 menu and EXTRAS, 1.34 title, and it is a ramp the GAME installed, not a capture-path artefact to subtract. Narrow reach (fitted on mostly-dark patches), so the port will not extrapolate it and will not apply it to rendered output. It is a comparison constant, not a rendering one. * Rotation is escalated to a human and the port has NOT acted. The RE half is answered -- about the declared pivot, measured -- and it has zero effect on the five screens at rest.