re(ui): settle 8AX vs ptbase statically -- the game draws the full-res one
I had parked this as "needs a per-draw capture recording texture base addresses". It did not. 8AX (1280x720) and ptbase (640x360 at 200%) are the SAME artwork at two resolutions, which is exactly why comparing either against a capture is inconclusive -- and why comparing their DIFFERENCE is not. Compute 8AX - upscale(ptbase), the detail only 8AX has, and ask whether the capture contains it. Both candidates are first mapped into the capture's tone domain with the measured gamma; without that the residual is dominated by the tone difference and the test is blind. main menu corr +0.0475 controls +0.0032 shift, -0.0075 flip 68% of ceiling title corr +0.0634 controls +0.0095 shift, +0.0086 flip 68% of ceiling Two independent screens, both at 68% of the theoretical ceiling (sd of the 8AX-only detail over sd of the capture residual), 7-15x their matched controls. The controls preserve spatial correlation and destroy only alignment, so they are what "no signal" looks like. So the recommendation changes: resolve the name and draw 8AX at 1:1. Upscaling ptbase 2x is wrong, not merely softer. Still do not draw both -- an opaque layer over an identical one costs fill and hides later changes, and ptbase's element is the one carrying the keyframes, so a consumer needs its timing with 8AX's pixels. Also recorded and withdrawn: a cruder pixel-pair test gave 0.00-0.72 for upscales, 0.98 native and 1.01 for the capture -- apparently decisive. Additive noise raises both terms of that ratio equally and drives any value toward 1; fitting a noise term, both "native + noise" and "bilinear + noise" reproduce the observed numbers. The conclusion is right, that test does not establish it, and it is in REFUTED because the number looks conclusive and is not. Not shown: whether ptbase is also drawn underneath. 8AX is ~86% opaque and carries the same art, so it would hide it either way.
This commit is contained in:
@@ -248,12 +248,21 @@ authored version can be deleted.
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200 %) is *the same artwork at half resolution* — its 2× upscale differs from
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`8AX` by mean 2.05, and our background is pixel-identical to `8AX` in every
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patch sampled.
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⚠️ **So resolving the name and drawing it as well would double-draw an opaque
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full-screen layer** — invisible as a doubling, which is worse. If you want the
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sharper background, use `8AX` at 1:1 and *drop* `ptbase`; don't add it.
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❔ Which of the two the game actually draws is not established — both carry the
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same art, and separating them needs a per-draw capture recording texture base
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addresses (the two differ in size).
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✅ **SETTLED 2026-08-29 — the game draws the full-res `8AX`, so use it.**
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Previously parked as "needs a per-draw capture"; it did not. The two carry the
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same art at two resolutions, so what separates them is the detail `8AX` has
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that an upscale cannot. Correlating the capture's departure-from-upscale
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against the 8AX-only detail (both first mapped through the measured gamma):
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main menu **+0.0475** vs controls +0.0032 / −0.0075, title **+0.0634** vs
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+0.0095 / +0.0086 — **two screens, both 68 % of the theoretical ceiling, 7–15×
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their matched controls**.
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**So: resolve the name and draw `8AX` at 1:1.** Upscaling the 640×360 `ptbase`
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2× is *wrong*, not merely softer. ⚠️ Do not draw **both** — an opaque
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full-screen layer over an identical one costs fill and hides later changes; and
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note `ptbase`'s element is the one carrying the keyframes, so you need its
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timing with `8AX`'s pixels.
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⚠️ It does not show whether `ptbase` is *also* drawn underneath — `8AX` is
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~86 % opaque and would hide it either way.
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[`structures/ui-8ax-fullres-background.md`](../re/structures/ui-8ax-fullres-background.md)
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* ✅ **Paint order: your exposure is two element pairs, on one screen.** We use
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@@ -598,3 +598,16 @@ agent's loop prompt, i.e. nowhere durable. See [`README.md`](README.md) for the
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checker went from 1 038 resolving / 16 missing to 1 049 / 5. +11 and −11
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against 11 edits is the confirmation that the pass did what it said and touched
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nothing else. A bulk edit without that arithmetic is a hope.
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* **When two candidates carry the same content, compare their DIFFERENCE against
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the oracle, not themselves.** `8AX` (1280×720) and `ptbase` (640×360 at 200 %)
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are the same artwork, so no comparison of either against a capture can separate
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them — every such test had been read as "inconclusive, needs a per-draw
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capture". What separates them is `8AX − upscale(ptbase)`: the detail only one
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of them has. Correlating the capture's residual against *that* answered it
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statically, on two screens, with matched controls.
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* **A ratio that saturates at 1 under noise is not a discriminator.** A pixel-pair
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test cleanly separated upscales (0.00–0.72) from native (0.98) and put the
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capture at 1.01 — apparently decisive. Additive noise raises both terms of the
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ratio equally and drives *any* value toward 1, and fitting a noise term showed
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both hypotheses reproduce the observed numbers. Before believing a ratio, ask
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what it does as noise grows.
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@@ -469,3 +469,16 @@ neighbourhood, not just the line.
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already retracted it and located three cues in `Static.slb` that decode to PCM.
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The retraction never reached the row the port agent reads. Handoff row fixed;
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`tools/re-capture/handoff_lint.py` now checks for this class.
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* "which of `8AX` and `ptbase` the game draws needs a per-draw capture recording
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texture base addresses" → **mine, and refuted — it is settled statically.** The
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two carry the same art at two resolutions, so neither compares usefully against
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a capture; their *difference* does. Correlating the capture's
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departure-from-upscale against the 8AX-only detail gives +0.0475 (main menu)
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and +0.0634 (title), both 68 % of ceiling against matched controls of ≤0.0095.
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The game draws the full-res `8AX`.
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[`ui-8ax-fullres-background.md`](structures/ui-8ax-fullres-background.md)
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* "the pixel-pair ratio shows the capture is native, not an upscale" → **mine,
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and withdrawn as evidence.** Upscales give 0.00–0.72, native 0.98, capture 1.01
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— but additive noise pushes any such ratio toward 1, and both "native + noise"
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and "bilinear upscale + noise" fit the observed values. The conclusion happens
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to be right; this test does not establish it.
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2
docs/re/data/eightax-detail-test.txt
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2
docs/re/data/eightax-detail-test.txt
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@@ -0,0 +1,2 @@
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main menu: corr +0.0475 controls +0.0032 (shift) -0.0075 (flip) ceiling 0.070 -> 68% of it
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title: corr +0.0634 controls +0.0095 (shift) +0.0086 (flip) ceiling 0.094 -> 68% of it
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@@ -68,17 +68,56 @@ Resolving `pteff05 → 8AX` and drawing it *in addition to* `ptbase` would
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one. It would not be visible as a doubling, which is worse: it would silently
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cost fill and hide any future change to either layer.
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🟡 **The free win, if a port wants it:** use `8AX` at 1:1 and *drop* `ptbase`,
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rather than upscaling a 640×360 copy 2×. That is a sharper background from a
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texture already in the bundle. Not done here — it is a rendering choice, and
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`ptbase`'s element carries the keyframes.
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✅ **And that is now the recommendation, not just an option:** use `8AX` at 1:1.
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The detail test above says the game's background carries 8AX's full-resolution
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detail, so upscaling the 640×360 `ptbase` 2× is *wrong*, not merely softer.
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⚠️ Still do not draw **both** — an opaque full-screen layer over an identical one
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costs fill and hides any later change to either. `ptbase`'s element carries the
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keyframes, so a consumer needs its timing with `8AX`'s pixels.
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## ✅ Settled statically: the game draws the FULL-RES `8AX`
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This was parked as "needs a per-draw capture". It did not — the two candidates
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carry the same art at two resolutions, so what separates them is **the detail
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`8AX` has that an upscale cannot**. Compute `8AX − upscale(ptbase)` and ask
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whether the live capture contains it.
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[`tools/re-capture/eightax_detail_test.py`](../../../tools/re-capture/eightax_detail_test.py),
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output at [`data/eightax-detail-test.txt`](../data/eightax-detail-test.txt).
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Both candidates are first mapped into the capture's tone domain with the measured
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gamma ([tone curve](ui-render-tone-curve.md)); without that the capture's
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residual is dominated by the tone difference and the test is blind.
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| screen | corr | control (shift 7 px) | control (flip) | ceiling | % of ceiling |
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|---|---|---|---|---|---|
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| main menu | **+0.0475** | +0.0032 | −0.0075 | 0.070 | **68 %** |
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| title | **+0.0634** | +0.0095 | +0.0086 | 0.094 | **68 %** |
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The "ceiling" is what a clean *"8AX is drawn"* would give, `sd(8AX-only detail) /
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sd(capture residual)` — the 8AX-only detail is small (sd 1.9–4.1) against
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everything else that differs (sd 27–43), which is why the absolute correlation is
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small and why the controls matter more than the magnitude.
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**Two independent screens both land at 68 % of ceiling, 7–15× their matched
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controls.** The controls preserve the spatial correlation structure and destroy
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only the alignment, so they are what "no signal" looks like here.
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### 🔴 An earlier, cruder version of this test does NOT support the conclusion
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A pixel-pair test (a 2×-nearest upscale has identical adjacent columns) gave
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ratio 0.00 for nearest, 0.60–0.72 for bilinear/bicubic/lanczos, 0.98 for native
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`8AX`, and **1.01 for the capture** — apparently decisive. It is not: additive
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noise raises both terms equally and pushes *any* ratio toward 1. Fitting a noise
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term, both "native + noise ≈ 1.2" and "bilinear upscale + noise ≈ 1.8" reproduce
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the observed numbers. Recorded because the number looks conclusive and is not.
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### ⚠️ What it still does not show
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Whether `ptbase` is **also** drawn underneath. `8AX` is ~86 % opaque and carries
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the same art, so it would hide it either way. The observable fact is that 8AX's
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detail reaches the screen.
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## ❔ Not established
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* **Whether the game draws one, the other, or both.** The pixel evidence says
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our background matches `8AX`'s art, which `ptbase` also carries — it cannot
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separate them. A per-draw capture of the main menu recording texture *base
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addresses* would, since the two textures are different sizes.
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* The capture is ~4× darker than the render in these patches (4.5 vs 17.7), and
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not by a constant ratio. That is a separate colour/gamma question, untouched
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here.
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