re(ui): re-establish selective activation by killing the alternative statically
Last iteration I withdrew "a bundle is a palette" because the evidence did not choose between selective activation within one bundle and two compositions shown in sequence. The alternative can be killed from the disc, which I had not tried. Hypothesis 2 needs a bundle declaring the GLOWS WITHOUT THE LOGOS. There is none. Every GP_TITLE entry carrying palogo elements: 10, 13 (publisher twins) palogo_eff0.prm, palogo_sqex, palogo_sqex_eff 11, 14 (developer twins) palogo_eff0.prm + all three logos + all three glows Four entries, and each developer entry declares the complete set of six. So whichever bundle was active across frames 94-211 -- entry 11, entry 14, or both in turn -- it declared the logos and the glows, while the game drew two sprites at a time in disjoint phases. Therefore only a subset of a bundle's elements is drawn at any moment, whatever the bundle-loading story is. The conclusion no longer depends on resolving how many bundles are involved, which is why the texture-base test's failure stopped mattering. So the claim is reinstated -- this time by eliminating the alternative rather than by assuming it away. What worked was not a better capture but asking what the competing hypothesis would REQUIRE on the disc and finding it absent. METHOD: a hypothesis that predicts an artefact can be killed by looking for the artefact, which is often far cheaper than measuring the behaviour.
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@@ -360,13 +360,15 @@ authored version can be deleted.
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**zero** contain both a glow and a logo; the switch is one clean boundary with
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two sprites either side.
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🔴 **And it goes further than start times — a bundle's declared elements are
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not what gets drawn.** ⚠️ I previously called this "a bundle is a palette,
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selectively activated"; **the mechanism is withdrawn** — the evidence does not
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choose between "one bundle, selective activation" and "two compositions shown
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in sequence". The texture-base test that looked like it would separate them
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fails its own control: the publisher splash is a different bundle and uses the
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same base `0x11C30000`, so that address is a reused upload slot, not an
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identity. The consequence for you is unchanged; the reason is not established. Entry 11 declares *three* logo/glow pairs; only two are ever drawn.
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not what gets drawn.** ✅ **And the mechanism is now established, by
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elimination.** The competing story — "two compositions shown in sequence" —
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needs a bundle declaring the glows *without* the logos, and no such bundle
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exists: only four entries in `GP_TITLE` carry `palogo` elements, and each
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developer entry (11, 14) declares **all six** logos and glows. So whichever
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bundle was active, only a subset of its elements was drawn at a time.
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(An earlier texture-base test could not separate the two — it failed its own
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control, since the publisher splash is a different bundle and shares the base
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`0x11C30000`, a reused upload slot rather than an identity.) Entry 11 declares *three* logo/glow pairs; only two are ever drawn.
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`palogo_anima` gets **0 frames** while `palogo_gamearts` gets **95**, from
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byte-identical keyframe times. (Reach: the capture covers frames 1–214, so
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"never in the window".) **Compositing every element of a bundle does not
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