re: the splash blur is a TEXTURE -- palogo_*_eff is a baked 10-px glow
Play-test finding 4, answered as a mechanism and from the disc, so it generalises instead of describing one boot. ui-splash-draw-pass.md excluded a post-process from GPU state and closed with "that softness is in the texture or in which quads are drawn, not in a pass", leaving the two unseparated. It is both, and they are one fact: each logo ships a second texture that IS the blur -- the same artwork outset by exactly 10 px per side, concentric to <=1.5 px, drawn as its own alpha-over quad. Three results, each with its control: * The capture's eight anonymous quads are NAMED from the disc. Predicting each NDC rect from declared position + decoded sprite size matches all eight bijectively; every match <=0.0061, every runner-up >=0.0272, a 4.5-8.9x margin. That margin is the control -- eight similar boxes would match anything. * REFUTES splash-quad-timeline.txt's "the same three rects scaled slightly larger" (my own earlier wording). The x and y scale factors differ by up to 0.28; a uniform scale cannot do that, a fixed 10-px border can. The conclusion it supported (draw all six quads) stands; the model was wrong, and the wrong model tells a port to scale a sprite. * The T8aD blend bit tested OUT of sample on entries 10/11, which were not in its 35-row fit and are the screens under complaint. Pre-registered additive=false for all eight against 0 additive draws in 1048; held 8/8, with the control still reporting 9 additive on entry 6. Also resolves a REFUTED.md 🟡 <our-reader> in the reader's favour: the prediction is ours and the target is the oracle, so the agreement is evidence about the reader rather than a claim resting on it. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01Jc4pciRArGHfxGGhEbwp5t
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@@ -144,6 +144,7 @@ files, which is how the same ground got covered twice.
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| [`h3-units-per-frame-preregistration.md`](h3-units-per-frame-preregistration.md) | The prediction, committed before the capture was read | ✅ kept as the control on the row above |
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| [`input-pad-read-path.md`](input-pad-read-path.md) | What the game asks the console for, on the pad | ✅ **decoded from the image, 2026-09-01.** `sub_82457038` is the only function that reads controller *data*, and it compares **every** field of `XINPUT_GAMEPAD` — `wButtons` (full 16 bits), both triggers, all four stick axes — against the previous state. **14/14** loads verified byte-for-byte against `/image/sylpheed.pe`, database used as an index only. **Two input paths**: the polled state and an 8-byte-record `XamInputGetKeystrokeEx` ring. ⚠️ This is the **superset the game can see, not the per-screen set** — reading a field is not acting on it. ❔ Which bits each screen tests is open; footholds are the image's own `C_PAD_DECODER` / `C_PAD_RINGBUF` trace strings (`sub_8220B610` / `sub_821A6470`). |
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| [`ui-splash-draw-pass.md`](ui-splash-draw-pass.md) | The splash draw pass — is there a post-process, and where does the fade come from | ✅ **decoded from GPU state, 2026-09-01.** **No post-process pass exists**: over all 1 048 draws of both splashes, one render target (`rt0=[tile=0…]` 1 048/1 048), one pitch, no MSAA, only kColorDepth/kCopy modes, resolve destinations only the two front buffers, and **no texture base anywhere equals a resolve destination**. The only texture bound is the sprite page. Three trivial pixel shaders; the sprite shader **premultiplies**, so `ONE/ONE_MINUS_SRC_ALPHA` is algebraically **source-over**. Parameters come from **per-vertex `k_8_8_8_8` colour** in a per-frame vertex buffer — the shaders read **zero** float constants (`ps_c[n=0]` 1 048/1 048). Ramp reproduces the ✅ 34/frame law. ⚠️ Censusing the whole 600-frame log instead finds the attract movie's 640×360 chroma planes and reads as a half-res blur chain — the frame window is what avoids that. |
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| [`splash-glow-is-a-baked-texture.md`](splash-glow-is-a-baked-texture.md) | What the splash "blur" actually is, and which quad is which sprite | ✅ **DECODED (disc), confirmed against the oracle 8/8.** Answers play-test finding 4 as a mechanism: **there is no blur pass and no filter — each logo ships a SECOND texture that IS the blur.** `palogo_<x>_eff.t32` is the same artwork **outset by exactly 10 px on every side**, concentric to ≤ 1.5 px, drawn as its own alpha-over quad. ✅ **The capture's Q0…Q7 are now NAMED**: predicting each NDC rect from the declared position + decoded sprite size matches all eight bijectively, every match ≤ 0.0061 with every runner-up ≥ 0.0272 (4.5–8.9× margin — the control). 🔴 **Refutes `splash-quad-timeline.txt`'s "the same rects scaled slightly larger"**: x/y scale factors differ by up to 0.28, so a port must **load the `_eff` texture, not transform the logo**. ✅ **Blend bit tested OUT of sample** on entries 10/11 (never in its 35-row fit): pre-registered `additive = false` for all eight against 0 additive draws in 1 048 — held 8/8, control still reports 9 additive on entry 6. 📌 The ⟨our-reader⟩ 🟡 on splash geometry resolves **in the reader's favour** — the prediction is ours, the target is the oracle, so agreement is evidence *about* the reader |
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| [`ui-keyframe-record-layout.md`](ui-keyframe-record-layout.md) | A keyframe's time word comes **before** its pose — the placement record, decoded | ✅ CONFIRMED, **decoded**. A group is an 8-byte header then `frames` records of `{u32 time; 36-byte pose}`, so the time precedes the pose; the group's lead-in word at `header+8` is pose 0's time and **every** pose is timed. Disc-wide over 13 991 groups in 33 archives, each test with a control: lead-in prepended is non-decreasing **13 991/13 991**; a non-zero lead-in is strictly below the next time **5 058/5 058** (control 70.9 %); a multi-segment alpha ramp runs at a constant `dα/dt` **857/1 540** against **0/1 042** under the old reading. 🔴 Retires two long-standing corpus claims — *"a group's data stops 4 bytes short of its final block's time slot"* and *"the last keyframe carries no time"* — both of which were this off-by-one. Adoption is free: all 12 `GP_TITLE` builds render byte-identically, and over 217 builds only two elements pick a different `rest()` pose, both between equally invisible ones. ❔ the executable's own parser was **not** found (the 40/60 stride query is weak, not negative) |
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| [`structures/ui-composable-bundles.md`](structures/ui-composable-bundles.md) | A screen build is not the only thing `compose` can draw | ✅ CONFIRMED by measurement over the disc, with the artifact to |
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| [`structures/ui-focus-and-effect-elements.md`](structures/ui-focus-and-effect-elements.md) | `_eff` glow layers are not focused-state records | ✅ CONFIRMED by measurement over all 965 screen builds on the disc, |
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