BACKLOG's UI-ordering item ended at "the next step is no longer static — it is a
per-draw capture of the title screen showing the order the game submits". That
capture now exists.
The order, in submission order: a full-screen background layer, a rotated effect
pair, a second full-screen layer, ptlogo_back2eff + ptlogo_back2, ptlogo1 +
ptlogo_tm, ptlogo2, ptcopyright, and the PRESS (A) BUTTON plate — declaration
indices 13, 22|24, 23, 0, 11, 1, 28, and then two elements that are not in that
build at all.
Two more candidate orderings die on it (keyframe start time, resting-keyframe
time), and one structural fact reframes the item: the visible screen composites
TWO bundles — build 7 plus the one-element build 2 that is the button — so no
single build's element table can be the paint order whatever its order. The
button's quad lands at (384,551) against a declared rest of (383,550), which is
a one-pixel agreement between the static placement decode and the running game
on a bundle nothing had checked.
INDEX's "the screen's draw list is the bundle's declaration table (back-to-front)"
is demoted in place rather than edited away.
Still open and said so: the rule that produces the order; three of twelve quads
unidentified; one screen only.