What I wanted from it: `ui_layout::rest()`. At47f423fa trailing run of identical keyframes was always treated as the exit, so an element with no exit animation rested at its invisible pre-roll -- `ptframe1`/`ptframe2`, the main menu's circuit bracket, which a capture of the running game plainly shows. Pinned atb436e5arather than5e6cf0dwhere the fix was written, becauseb436e5ais where it carries its disc-wide check: 30 of 13 991 elements move, 4 become visible, 0 become invisible. The rule shipped is the RE agent's, not the condition this port proposed -- mine was too loose and would have erased the word PAUSE on `pgptitle.rat`, whose trailing run is two identical TRANSPARENT frames. A trailing run is the hold exactly when it is VISIBLE. The re-export shows the change was contained: two files differ, and within them exactly four `rest` blocks -- ptframe1/ptframe2 on both main menus, t=16 alpha 0x00 at the pre-roll position becoming t=62 alpha 0xff at the arrived one. Every diff line pairs. The other ten screens are byte-identical, no sprite changed, and `pteff02` correctly did not move.
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@@ -959,7 +959,7 @@ dependencies = [
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[[package]]
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name = "sylpheed-formats"
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version = "0.1.0"
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source = "git+https://git.mc02.dev/fabi/Syplheed-Reborn.git?rev=8b6dbcf#8b6dbcfead4168a674015f0e4fd2c8d83f9ffe31"
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source = "git+https://git.mc02.dev/fabi/Syplheed-Reborn.git?rev=5414db3#5414db34bfc0d0b0743e07e6e89f345540dc2e94"
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dependencies = [
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"anyhow",
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"binrw",
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