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.
This commit is contained in:
Sylpheed RE agent
2026-08-29 04:56:13 +00:00
parent be937e3d5d
commit 0db76bcc57
4 changed files with 51 additions and 7 deletions

View File

@@ -360,13 +360,15 @@ authored version can be deleted.
**zero** contain both a glow and a logo; the switch is one clean boundary with
two sprites either side.
🔴 **And it goes further than start times — a bundle's declared elements are
not what gets drawn.** ⚠️ I previously called this "a bundle is a palette,
selectively activated"; **the mechanism is withdrawn** — the evidence does not
choose between "one bundle, selective activation" and "two compositions shown
in sequence". The texture-base test that looked like it would separate them
fails its own control: the publisher splash is a different bundle and uses the
same base `0x11C30000`, so that address is a reused upload slot, not an
identity. The consequence for you is unchanged; the reason is not established. Entry 11 declares *three* logo/glow pairs; only two are ever drawn.
not what gets drawn.** ✅ **And the mechanism is now established, by
elimination.** The competing story — "two compositions shown in sequence" —
needs a bundle declaring the glows *without* the logos, and no such bundle
exists: only four entries in `GP_TITLE` carry `palogo` elements, and each
developer entry (11, 14) declares **all six** logos and glows. So whichever
bundle was active, only a subset of its elements was drawn at a time.
(An earlier texture-base test could not separate the two — it failed its own
control, since the publisher splash is a different bundle and shares the base
`0x11C30000`, a reused upload slot rather than an identity.) Entry 11 declares *three* logo/glow pairs; only two are ever drawn.
`palogo_anima` gets **0 frames** while `palogo_gamearts` gets **95**, from
byte-identical keyframe times. (Reach: the capture covers frames 1214, so
"never in the window".) **Compositing every element of a bundle does not