docs: one page saying how good the five screens actually are

The answers for the port's five screens were spread across a dozen
documents and none of them said how good the result IS. Measured:

  screen              build  drawn   corr vs capture  alignment
  title                 4    15/24      +0.9500       dy=0 dx=0
  main menu             5    11/16      +0.9460       dy=0 dx=0
  EXTRAS                6    13/18      +0.9440       dy=0 dx=0
  publisher splash     10     2/3       +0.9600       dy=0 dx=0
  developer splash     11     6/7       +0.9643       dy=0 dx=0

Every one aligns at exactly zero offset over a +/-2 px search in both
axes, so placement and scale are right and the residual is tone and
detail rather than geometry.

The drawn/total counts are not slack. Each undrawn element has a reason
already documented: kind & 0x4 ghost instances (4 on the title), .prm
primitives off by default (2 per menu, 1 per splash), loop* animations
off by default and off-screen at rest (2 per menu screen), and the 8AX
name mismatch (1 per menu screen) whose art reaches the screen anyway via
ptbase. 4+2+2+1 = 9, 2+2+1 = 5, 1. Nothing unexplained.

The residual is ranked for a consumer: tone first (gamma 1.34-1.49, the
game's own display ramp), then 8AX resolution, then one drawable
paint-order tie on EXTRAS alone, then rotation-decoded-but-not-rendered
which does not affect these five at rest.

Reach stated: these are static composites at the resting pose against
single frames, so nothing here speaks to animation, and a whole-frame
correlation is a sanity figure rather than a per-element check.
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# ✅ The five screens, end to end — what each one is actually worth
**Status:** ✅ measured, 2026-08-29. One page, because the answers for these five
screens are otherwise spread across a dozen documents and none of them says how
good the result *is*.
Rendered with `sylpheed-cli screen render` (adding `--all --black` for the two
splash halves) and correlated against the committed live captures.
| screen | build | elements drawn | corr vs capture | alignment |
|---|---|---|---|---|
| title | 4 | 15 / 24 | **+0.9500** | dy=0 dx=0 |
| main menu | 5 | 11 / 16 | **+0.9460** | dy=0 dx=0 |
| `EXTRAS` | 6 | 13 / 18 | **+0.9440** | dy=0 dx=0 |
| publisher splash | 10 | 2 / 3 | **+0.9600** | dy=0 dx=0 |
| developer splash | 11 | 6 / 7 | **+0.9643** | dy=0 dx=0 |
Every one aligns at **exactly zero offset** — searched ±2 px in both axes — so
placement and scale are right and the residual is tone and detail, not geometry.
## Every omission is accounted for
The counts are not slack; each undrawn element has a reason already documented:
| screen | not drawn | why |
|---|---|---|
| title | `ptlogo1`×2, `ptlogo2`×2 | `kind & 0x4` **ghost instances** — the draw capture shows one quad per wordmark |
| | `pteff00.prm`, `pteff02.prm` | `.prm` primitives, off without `--primitives` |
| | `ptloop01.rat`, `ptloop02.rat` | `loop*` animations, off without `--animated`; at rest both sit off-screen |
| | `pteff04.t32` | the **`8AX` name mismatch** — the art *is* on screen, drawn via `ptbase2` ([8AX](structures/ui-8ax-fullres-background.md)) |
| main menu, `EXTRAS` | 2 `.prm` + 2 `loop*` + `pteff05.t32` | same three reasons |
| both splashes | `palogo_eff0.prm` | `.prm` primitive |
4 + 2 + 2 + 1 = 9 on the title; 2 + 2 + 1 = 5 on each menu; 1 on each splash.
**Nothing is unexplained.**
## What the residual is, per screen
Ranked by what a port would notice:
1. **Tone.** The capture is darker than the composite by a gamma of ≈1.341.49
([tone curve](structures/ui-render-tone-curve.md)) — the game's own display
ramp, not an emulator artefact. This is the largest single contributor to the
0.940.96 rather than higher.
2. **`8AX` resolution.** The background is drawn from the 640×360 `ptbase`
upscaled 2×, where the game uses the native 1280×720 `8AX`
([measured](structures/ui-8ax-fullres-background.md), two screens at 68 % of
ceiling).
3. **Paint-order ties on `EXTRAS` only.** One drawable overlapping tie
(`ptframe3`×`ptframe4`), and the capture is consistent with our order
([check](structures/ui-paint-order-derived-check.md)). The other four screens
use orders measured from the game.
4. **Rotation is decoded but not rendered** — and does not affect any of these
five at rest ([rotation](structures/ui-keyframe-rotation.md)).
## Reach
* These are **static composites at the resting pose** against **single frames**.
Nothing here says the animation is right; Q1's interpolation law is settled but
a multi-keyframe group's absolute timing is not
([time unit](ui-keyframe-time-unit.md)).
* Correlation on a whole frame is dominated by large areas. It is a sanity figure,
not a per-element check — the per-element work is in the documents linked above.