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Sylpheed/docs/re/structures/boot-splash-dwells-are-declared.md
sylph-decoder 7a5f7b886a re: downgrade -- the drift explains the 4.1% in sign, not magnitude
The port refuted the stronger half of the last claim and was right. I wrote that
the units/frame drift explained the publisher splash's 4.1% error against its
declared dwell. It explains the sign only.

Their test verified exactly here: the publisher/developer dwell ratio is 1.2143
declared, 1.2784 as the corpus's three cold boots measure it, and 1.3678 as this
container's drift predicts -- so the drift's direction is right and real evidence,
but its magnitude is about 2.4x too strong.

One refinement, because the means are being compared more finely than n=3
supports: the corpus's three boots individually give excesses of +0.89%, +8.24%
and +6.79%, a spread of 7.3 percentage points -- WIDER than the 5.30 pp gap under
test -- and boot 1's ratio (1.2251) is essentially the declared 1.2143. This run
sits 2.3 sigma above their mean: suggestive, not established.

Not closable without a frame log from the corpus's instrument, which was
screenshot timing and has none. An attempt to give this side an n of 3 failed on
tooling and is recorded: ARM=early loses its F10 about 40% of the time -- two of
five runs logged "ARMED EARLY" and produced no draw log at all, with nothing in
the session log distinguishing them.

Also fences the 33% drift against a misreading the port flagged: it is
PRESENTATION pacing and cannot reach keyframe_units_per_second = 60, which is the
game's logical rate, decoded under Q1, and which a renderer converts through at
its own frame rate.

And records a cross-check neither side went looking for: the batch counts are 1
and 2 on the publisher against 3 and 6 on the developer, and the port reports a
count restricted to SPRITE-BEARING elements reproduces that exactly from the
export -- so palogo_eff0, the layerless forced backdrop, is not in the batched
draw, confirmed from the file. Two instruments that disagreed about that element
in every previous iteration now agree on which one it is.

New tool splash_boundaries.py carries the corrected counting method.

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01QsEPXWVaEpyfudtR6re1Pd
2026-08-29 21:40:23 +00:00

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# The boot splash dwells are declared on the disc — wall clock is the wrong unit
**Classification: decoded**, with an independent wall-clock check. The port asked
for two timestamps; the right answer is that timestamps are not the invariant.
## The answer
| splash | bundle | declared timeline | at 60 units/s | corpus wall clock, 3 cold boots | error |
|---|---|---|---|---|---|
| publisher | `GP_TITLE` entries 10, 13 | t = 0 … **255** | **4.250 s** | 4.30 / 4.60 / 4.37 | 4.1 % |
| developer | entries 11, 14 | t = 0 … **210** | **3.500 s** | 3.51 / 3.50 / 3.37 | 1.1 % |
The developer splash is the sharp one: **3.500 s declared against 3.51 and 3.50
measured** on two of three boots. **Author the units.**
## Why not seconds — this run is the argument
A fresh no-input boot with a frame→wall-clock map (below) puts the same two dwells
at **5.10 5.61 s** and **3.83 4.30 s****1520 % longer** than both the
declared values and the corpus's three runs, on the same disc and the same
declared timeline.
**So the wall-clock dwell is an emulator-pacing artefact that varies run to run.**
Three separate measurements of this container's rate — 13.1 fps, ~28 fps, and this
one — say the same thing from another direction. A port that authors seconds is
authoring one run's pacing.
## 🔴 The boundaries — corrected, after the port refuted them
An earlier version of this page read element visibility off *which quads appear
in the log*. **That is wrong**, and the port caught it by arithmetic: the two
splash spans came out at 2.237 and 2.414 units/frame, 7.9 % apart on one boot of
one guest, which should be one number.
Their diagnosis was that the spans were anchored on different elements — the
publisher's on its wordmark, the developer's on its glows. The log says the cause
is worse: **the developer splash batches SIX quads into one draw and the log dumps
only the first two.** While the glows are alive they occupy that prefix, so the
three wordmarks are invisible to the log until the glows stop being submitted.
"Developer wordmarks first drawn at frame 140" was the **logging prefix shifting**,
not the game.
**The fix is to count the batch, not the logged quads.** `indices / 4` is the
number of quads the game is submitting, and the 8-vertex cap cannot touch it. The
count changes exactly where the declared set of elements with alpha > 0 changes:
| splash | transition | frame | t |
|---|---|---|---|
| publisher | 1 → 2 quads, the wordmark joins the glow | 5.5 | **15** |
| | 2 → 1, the glow ends | 22.5 | **45** |
| | last drawn | 119.5 | **255** |
| developer | 3 → 6 quads, three wordmarks join three glows | 126.5 | **15** |
| | 6 → 3, the glows end | 139.5 | **45** |
| | last drawn | 209.5 | **210** |
## 🟡 And that PARTLY explains the 4.1 %: the rate drifts through the run
| segment | units | frames | units/frame |
|---|---|---|---|
| publisher, t = 15 → 45 | 30 | 17 | **1.765** |
| publisher, t = 45 → 255 | 210 | 97 | **2.165** |
| developer, t = 15 → 45 | 30 | 13 | **2.308** |
| developer, t = 45 → 210 | 165 | 70 | **2.357** |
**Within the developer splash the two independent segments agree to 2 %.** Across
the run the rate rises from ~1.76 in the first seconds to ~2.36 — a **33 % drift**.
That is one cause for the port's 7.9 % inconsistency, which is what they
predicted.
🔴 **But it does NOT close the 4.1 %, and the port refuted the stronger claim I
made.** Their test, verified here exactly: the publisher ÷ developer dwell ratio.
| | ratio | excess over declared |
|---|---|---|
| declared, 255 ÷ 210 | 1.2143 | — |
| corpus mean, 3 cold boots | 1.2784 | **+5.30 %** |
| this container's drift predicts | 1.3678 | **+12.64 %** |
The corpus ratio does sit above declared — the drift's *sign* is right and that is
real evidence — but my container's drift would inflate it about **2.4× too
strongly**. Drift of some size is doing the work; drift of *this* size is not.
⚠️ **One refinement, because the means are being compared more precisely than
n = 3 supports.** The corpus's three boots individually give excesses of **+0.89 %,
+8.24 %, +6.79 %** — a spread of **7.3 percentage points**, *wider* than the
5.30 pp gap between their mean and the declared value. Boot 1's ratio (1.2251) is
essentially the declared 1.2143. So this run sits **2.3 σ** above the corpus mean:
suggestive, not established, and "2.4×" is a precise statement about means that
are not individually that precise.
**It does not close without a frame log from the corpus's own instrument**, and
that instrument was screenshot timing — there is no such log. An attempt to give
this side an n of 3 failed on tooling (see below).
## ⚠️ What the 33 % drift is NOT about
It is **presentation pacing** — how many of the guest's animation units pass per
frame Xenia presents. It says nothing about the game's logical rate of **60
units/second**, which is decoded (Q1) and which a renderer converts through at its
own frame rate. Guest pacing cannot reach that constant. The number is quotable
and the misreading would be easy, so it is fenced here as well as in the port's
`timing.json`.
## ✅ A cross-check neither side was looking for
The batch counts are **1 and 2** on the publisher against **3 and 6** on the
developer. The port reports that a count restricted to **sprite-bearing** elements
reproduces exactly that from the export — so `palogo_eff0`, the layerless forced
backdrop of
[`ui-forced-backdrop.md`](ui-forced-backdrop.md), is **not in the batched draw**,
confirmed from the file. Two instruments that disagreed about that element in every
previous iteration now agree on which one it is.
⚠️ It also means **no single units-per-frame figure describes a run here**, which
is the same conclusion as the dwell being emulator-paced, arriving from a third
direction.
## 🔴 The instrument's resolution is one buffer flush, not one frame
`tools/re-capture/frame_clock.sh` polls the growing draw log for its last frame
number. The capture writes through a C++ `ofstream`, so `tail` sees the file in
flush-sized bursts:
* **69 of 125 samples showed no advance at all**; the rest jumped **715 frames**
at once.
* Interpolating a frame's time *inside* a burst invents precision. Done naively it
made the apparent rate swing between **0.0164 and 0.0316 s/frame** — 61 fps to
31 fps — which is the flush, not the guest.
* **Frames 119 and 123 fall in the same burst**, so the black gap between the
splashes is **not separable by this instrument at all**. Its duration here comes
from frame counting, not from this clock.
So the table above is quoted as **brackets**: a frame's true time lies between the
last sample that had not reached it and the first that had. Sub-flush point
estimates are not available and were withdrawn before being reported.
## What is still open
🟡 The publisher's 4.1 % error against the developer's 1.1 % is **partly** explained
by the units/frame drift — the publisher splash runs during the first seconds,
where the rate is furthest from its later value — but the magnitude does not carry
across instruments (see above). Not closed.
🔴 **`ARM=early` does not reliably arm the capture.** Two of five attempts logged
`ARMED EARLY` and produced **no draw log at all**; the F10 keypress is lost. An
attempt to repeat this measurement three times in this container failed on it, so
this side still has n = 1.
⚠️ The intro-video boundary (frame 216) is 7 frames after the developer splash's
last draw, but those 7 frames span **1.77 s** by the naive map — deep inside the
flush artefact, and the movie is loading there. **The developer→intro gap is not
measured**, only bounded at 5.70 6.21 s end to end.
## Reproducing
```bash
GRACE=1 NOTAP=1 FRAMES=9000 ARM=early tools/re-capture/ui_draw_capture.sh 200 /tmp/cap &
tools/re-capture/frame_clock.sh /tmp/cap/xenia_re_ui_draws_01.log /tmp/cap/frameclock.tsv \
150 0.2 /tmp/cap/canary.stdout 400
```