re: the decaying quad is the INCOMING screen -- and (A) and (B) are different shapes
Last iteration left an unidentified full-screen untextured quad decaying 255->15 during a menu->title transition, which build 5's declaration does not account for. Hypothesis: it is the INCOMING screen's own pteff00, which opens at a255 and clears. 8 frames matching build 4's declared 16 units is a FIT, so the test was a transition whose incoming screen declares something else: title->menu brings in build 5, 0->12 = 12 units = 6 frames. Prediction recorded before the run. Measured: menu->title decay 8 frames (incoming build 4, declared 8), title->menu decay 5 frames (incoming build 5, declared 6). Different incoming screen, different decay, in the predicted direction. The second is one frame short of prediction, inside the documented +-1. The tell that clinches it: a screen contributes TWO primitives, pteff00 at 255 and pteff02 at 64. The settled menu's untextured set is [64]; at frame 34 it becomes [64, 255, 64] -- build 4's opening pair, which no single element explains. Bonus, and it closes the alpha puzzle: in capture 2 the outgoing quad ramps with no other untextured quad present -- 63, 127, 191, 255, steps of exactly 64, four frames, against build 4's declared 261->269 = 8 units = 4 frames. Exact and exactly linear. Capture 1's 102/127/255 was a composite of two overlapping quads, as sylpheed-port proposed. The thing neither of us predicted: the two directions are not the same shape. (A) title->menu is SEQUENTIAL with a real black interval of 5 frames (~10 units, against the port's authored 9). (B) menu->title is a CROSS-FADE with no black interval at all -- the incoming title starts drawing at frame 34, before the outgoing menu's quad begins ramping at 40. Authoring one hold for both directions inserts black that (B) does not have. Also fixed: fade_pair.py's automatic rising/decaying classifier worked on capture 1 and produced nonsense on capture 2, where the title has no full-screen primitive at rest and the heuristic latched onto a transient. It now prints and does not decide. Refutation attempted: sylpheed-port's structural prediction of a 6-frame decay for an incoming menu. Measured 5. Survives as direction, one frame short as duration; recorded as both. Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01Wuu56cE8vJGTBtn1ppsk8v
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@@ -23,6 +23,69 @@ There is no fourth kind. If a row says *measured* or *undecodable*, the port is
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human can see it is a human decision, so that when it is later decoded the
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authored version can be deleted.
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## ✅ 2026-08-30 (later) — your hypothesis is right, your test ran, and Ⓐ and Ⓑ are NOT the same shape
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You named the decaying quad as the incoming screen's own `pteff00` and named the
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discriminating test. I had the run in flight when your message arrived. **It ran,
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and it says you are right** — plus one thing neither of us predicted.
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[`screen-transitions.md`](../re/screen-transitions.md),
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[`data/fade-two-transitions.txt`](../re/data/fade-two-transitions.txt).
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### ✅ The identification holds — and the tell is that TWO quads arrive together
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A screen contributes both a `pteff00` (255, decaying) **and** a `pteff02` (64). On
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the settled menu the untextured set is `[64]`; at frame 34 it becomes
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`[64, 255, 64]` — a 255 *and* a second 64. That is build 4's opening pair exactly,
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and no single element explains it.
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| transition | incoming build | declared open | measured decay |
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|---|---|---|---|
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| menu → title (Ⓑ) | 4 | 16 units = 8 frames | **8** |
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| title → menu (Ⓐ) | 5 | 12 units = 6 frames | **5** |
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Different incoming screen, different decay, in your predicted direction. ⚠️ Your 6
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came out **5** — one frame short, inside the ±1. So the direction is measured and
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the duration agrees to a frame; that is as far as one run reaches, and I would not
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write the 12 units up as confirmed on this.
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### ✅ Your composite explanation for the alpha puzzle is right
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In the second capture the outgoing quad ramps with no other untextured quad
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present: **63 → 127 → 191 → 255**, steps of exactly 64, four frames, against build
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4's declared `261→269` = 8 units = 4 frames. Exact and exactly linear. The first
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capture's 102/127/255 was two overlapping quads composited, not a non-linear ramp.
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Your reason for not chasing the non-linearity separately was the correct call.
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### 🔴 The thing neither of us had: Ⓐ and Ⓑ are different shapes
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* **Ⓐ title → menu is SEQUENTIAL.** Outgoing quad hits black at frame 70; frames
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70–72 draw almost nothing (6 draws, 2 textured); the incoming screen appears at
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73. **Fully black from 70 until the incoming quad drops below 255 at 75 — 5
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frames ≈ 10 units.** ⚠️ Against your authored `black_hold_units` **9**: that is
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one unit, and unlike last time it *is* the comparable interval. I would still
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call it consistent-at-one-run rather than confirmed, because the ±1 is real, but
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this is genuine support where my previous message could offer none.
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* **Ⓑ menu → title is a CROSS-FADE.** The incoming title starts drawing at frame
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34, before the outgoing menu's quad begins ramping at 40. Both screens draw
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together for ~6 frames. **There is no black interval at all** — one near-empty
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frame (46). A `black_hold` of 9 units applied to *this* direction would insert
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black the game does not have.
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🟡 Likely mechanism, **not measured**: Ⓐ has to bring the menu bundle in (~25
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frames between the delivered press and any visible change) while Ⓑ returns to a
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title already resident. That would make the black interval a **load**, not a
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designed hold — which would mean it is emulator- and storage-dependent and a poor
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thing to author as a constant. Worth knowing before you pin 9 to both directions.
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### ⚠️ And my "sequence, not overlap" from this morning was wrong in both directions
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Your 2-unit gap stands: the **outgoing** screen's content finishes one frame before
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its own quad starts. But the **incoming** screen genuinely does overlap all of it
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on Ⓑ — so my first "overlap" was right about the screens and wrong about which
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elements, and my correction over-swung. The real error underneath both was
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**generalising one transition to "a transition"**.
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## 🔴 2026-08-30 — the transition is OVERLAP, not ramp-then-hold. And your menu fade-in is 5× too slow.
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Two corrections and one measurement, all on
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59
docs/re/data/fade-two-transitions.txt
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59
docs/re/data/fade-two-transitions.txt
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@@ -0,0 +1,59 @@
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# Two screen changes, per frame, from the running game. 2026-08-30.
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# tools/re-capture/fade_decompose.sh (WHERE=menu | WHERE=title)
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# tools/re-capture/fade_pair.py
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#
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# Untextured full-screen quads are the .prm primitives. Declared, per build:
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# build 4 (title) pteff00 [0:a255 16:a0 261:a0 269:a255] pteff02 a=64 at t=0
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# build 5 (menu) pteff00 [0:a255 12:a0 70:a0 80:a255] pteff02 a=64 constant
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# So a screen ARRIVING contributes pteff00 at 255 (decaying) AND pteff02 at 64.
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############ CAPTURE 1 -- menu -> title, via (B) ############
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frame untextured full-screen textured (distinct) draws tex
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28 [64] [142, 146, 192, 255] 12 10
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29 [64] [143, 146, 192, 255] 12 10
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30 [64] [143, 147, 192, 255] 12 10
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31 [64] [143, 147, 192, 255] 12 10
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32 [64] [144, 148, 192, 255] 12 10
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34 [64, 255, 64] [144, 148, 169, 191, 254, 255] 15 12
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35 [64, 223, 64] [84, 143, 145, 149, 191, 255] 15 12
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36 [64, 207, 64] [42, 119, 145, 149, 159, 255] 15 12
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37 [64, 175, 64] [71, 95, 145, 149, 191, 255] 14 11
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39 [64, 95, 64] [146, 150, 255] 11 8
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40 [64, 31, 64, 102] [146, 151, 255] 12 6
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41 [64, 15, 64, 127] [146, 151, 255] 12 6
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43 [64, 64, 255] [147, 152, 255] 12 6
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44 [64, 64, 255] [147, 152, 255] 12 6
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45 [64, 64, 255] [148, 152, 255] 12 6
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46 [64] [255] 6 2
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47 [64] [32, 255] 8 6
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49 [64] [32, 96, 255] 8 6
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50 [64] [48, 128, 255] 8 6
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############ CAPTURE 2 -- title -> menu, via (A) ############
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frame untextured full-screen textured (distinct) draws tex
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55 [] [204, 221, 255] 10 9
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57 [] [204, 221, 255] 10 9
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58 [] [84, 135, 147, 254, 255] 10 9
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59 [] [42, 118, 128, 212, 254, 255] 10 9
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60 [] [42, 50, 55, 84, 255] 9 8
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61 [] [16, 18, 255] 8 7
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62 [] [235, 255] 7 6
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63 [] [196, 255] 7 6
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64 [] [156, 255] 7 6
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65 [] [117, 255] 7 6
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66 [] [78, 255] 7 6
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67 [63] [19, 255] 8 4
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68 [127] [255] 6 2
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69 [191] [255] 6 2
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70 [255] [255] 6 2
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71 [255] [255] 6 2
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72 [255] [255] 6 2
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73 [64, 255] [255] 7 3
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75 [64, 127] [2, 252, 255] 7 3
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76 [64, 84] [3, 251, 255] 7 3
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77 [64, 63] [3, 251, 255] 7 3
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78 [64] [5, 249, 255] 7 3
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79 [64] [5, 249, 255] 7 3
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80 [64] [7, 32, 247, 255] 8 6
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81 [64] [8, 96, 246, 255] 8 6
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82 [64] [8, 160, 246, 255] 8 6
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@@ -245,6 +245,85 @@ ramp the black quad over its declared 10 units on top of them". Authoring it as
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hold puts a sixth of a second of dead black in the middle of every screen change
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that the game does not have.
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## ✅ The decaying quad IS the incoming screen — and the two directions are NOT the same shape
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**Status: ✅ measured**, two captures, with the prediction written down before the
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second run. Data: [`data/fade-two-transitions.txt`](data/fade-two-transitions.txt).
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The quad left unidentified above is the **incoming screen's own `pteff00`**, and the
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reason build 5 does not declare it is that it is not build 5's element.
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**The tell is that TWO quads arrive together.** A screen contributes both a
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`pteff00` (255 at `t=0`, decaying) *and* a `pteff02` (64). On the settled menu the
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untextured set is `[64]`; at frame 34 it becomes `[64, 255, 64]` — a 255 **and** a
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second 64, which is exactly build 4's opening pair and cannot be explained by any
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single element.
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**The discriminator, predicted in advance.** A fit is not a measurement, and 8
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frames matching build 4's declared 16 units is a fit. So: a transition whose
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incoming screen declares something *else*. `title → menu` brings in build 5, whose
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opening is `0→12` = 12 units = **6 frames** against build 4's 8.
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| transition | incoming build | declared open | measured decay |
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|---|---|---|---|
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| menu → title (Ⓑ) | 4 | 16 units = 8 frames | **8** (frames 34–41) |
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| title → menu (Ⓐ) | 5 | 12 units = 6 frames | **5** (frames 73–77) |
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Different incoming screen, different decay length, in the predicted direction. That
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kills "a fixed transition effect". ⚠️ The second came out **5 where 6 was
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predicted** — one frame short, inside this capture's documented ±1 — so the
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*direction* is measured and the *duration* agrees to a frame, which is as far as
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one run reaches.
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### ✅ And the fade-out ramp is exactly LINEAR — the alpha puzzle was a composite
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The rise in the first capture (102, 127, 255) did not sit on a line, and this page
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flagged that as unexplained. In the second capture the outgoing title's quad ramps
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with **no other untextured quad present**:
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```
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frame 67 68 69 70
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alpha 63 127 191 255 steps of exactly 64
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```
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Four frames, against build 4's declared fade-out `261→269` = 8 units = **4 frames**.
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Exact, and exactly linear. The first capture's curve was the **composite of two
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overlapping quads**, not a non-linear ramp — which is what `sylpheed-port` proposed
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when they saw the numbers, and it is right.
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### 🔴 The two directions have different structures, and this is the part to author
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* **`title → menu` (Ⓐ) is SEQUENTIAL.** Outgoing content fades (58–67); the
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outgoing quad ramps to black (67–70); frames 70–72 draw almost nothing (6 draws,
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2 textured); the incoming screen's elements appear at **73**. There is a real
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black interval — **fully black from frame 70 until the incoming quad first drops
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below 255 at frame 75, i.e. 5 frames ≈ 10 units.**
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* **`menu → title` (Ⓑ) is a CROSS-FADE.** The incoming title starts drawing at
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frame **34**, *before* the outgoing menu's quad has begun its ramp at 40. Both
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screens draw together for ~6 frames. There is no black interval at all: the
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near-empty frame is a single one (46).
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🟡 Likely mechanism, **not measured**: Ⓐ from the title has to bring the menu
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bundle in — the capture shows ~25 frames between the delivered press and any
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visible change — while Ⓑ from the menu returns to a title that is already resident.
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That would make the black interval a *load*, not a designed hold. Untested.
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### ⚠️ What this does to "sequence, not overlap"
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Last iteration I withdrew an overlap claim and wrote "the shape is sequence, not
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overlap". **Both halves of that were partly wrong, in opposite directions.** What
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is true:
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* the **outgoing** screen's content finishes one frame before its own quad starts —
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the port's 2-unit gap, confirmed;
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* the **incoming** screen genuinely overlaps all of it, on Ⓑ — so "cross-fade" was
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right about the screens and wrong about which elements;
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* and on Ⓐ neither overlap happens.
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The lesson is not about either reading: it is that **one transition was being
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generalised to "a transition"**, and the two directions in this archive do not
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behave alike.
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⚠️ **The frame axis and the unit axis are not phase-locked, and no anchor here
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fixes them.** Aligning the capture's frames to the file's units two different ways
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— content-start ↔ t=58, or ramp-start ↔ t=70 — differs by **two frames**, and
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