re(ui): the sequencing survives refutation -- and a bundle is a palette

Two checks on last iteration's "sequential, not simultaneous" reading.

First, the phases really are disjoint. If glows and logos ever shared a
frame the claim would be wrong. Across all 235 captured frames the count
of frames containing both is ZERO, and the switch is a single clean
boundary -- f110-115 draw 1280x720 + 262x108 + 525x90, f116 onward
1280x720 + 243x86 + 499x72. Two sprites either side, no transition frame.

Second, and larger: a third of the bundle is never drawn. Entry 11
declares three logo/glow pairs and only two appear.

  palogo_gamearts / _eff    95 / 22 frames
  palogo_seta     / _eff    95 / 22 frames
  palogo_anima    / _eff    never

palogo_anima declares the SAME keyframe times as palogo_gamearts. Two
elements with byte-identical data, 95 frames and 0 frames in one run.
Reach: the capture covers frames 1-214, so this is "never in the window".

So a bundle is a palette, not a script. Its elements say what to draw and
for how long; which of them run, and when each starts, is decided outside
the placement data. That is the same conclusion the boot-order work
reached from the other end -- the driver is code, not data -- now with a
per-element measurement behind it.

For the port, concretely: compositing every element of a bundle does not
reproduce what the game shows over time. It is the right thing for a
static screen that settles, and it is not a timeline.

METHOD: two elements with identical data and different outcomes is the
strongest possible evidence that the decision is elsewhere.
This commit is contained in:
Sylpheed RE agent
2026-08-29 04:47:05 +00:00
parent 29d59cdb06
commit c4b5752713
4 changed files with 72 additions and 0 deletions

View File

@@ -572,3 +572,12 @@ neighbourhood, not just the line.
origin needs f₀ ≈ 93.5 for `palogo_gamearts_eff` and f₀ ≈ 103 for
`palogo_gamearts`, ~19 units apart, and aligning one throws the other off by
~9 frames at both ends. Durations match (97.8 %, 98.5 %); starts do not.
* "the glows and logos might overlap and my size-grouping merged them" → **tested
and refuted.** Across all 235 captured frames, **zero** contain both a glow and
a logo; f110115 draw two glows and f116 onward two logos, with no transition
frame. The sequencing is real.
* "a bundle's declared elements are what the screen shows" → **refuted.** Entry 11
declares three logo/glow pairs and only two are ever drawn — `palogo_anima`
gets 0 frames against `palogo_gamearts`'s 95, from byte-identical keyframe
times. (Reach: within the capture's frames 1214.)
[`ui-group-start-time.md`](structures/ui-group-start-time.md)