The port agent raised that every check this corpus ran on the rule measured its STABILITY -- that no verdict moved -- and never its NECESSITY. It is right, and the distinction is load-bearing. New probe: recompute derived_paint_order with the forced_backdrop fallback removed and diff the orders, over every dat/*.pak. 80 forced instances = 62 the rule DECIDES + 18 it merely AGREES with. The 80 reproduces the page's own census exactly, which is the check that the probe sees the same set. Every one of the 62 deciders is keyless; no keyed element is ever moved. Of the 18 that agree, 14 have their own key -- and that includes the palogo_eff0.prm 'control', whose implied key is 0x00000000 and would sort it first regardless. So that agreement is the rule reproducing our crate, not the game confirming the rule. The port saw this before I did. The remaining 4 are keyless but inert: every element on those two builds is forced, so the tie-break gives the same order either way. Confirms the port's GP_TITLE finding from the other side: entries 10/11/13/14 unchanged without the rule, entries 12/15 decided by it. Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01Wuu56cE8vJGTBtn1ppsk8v
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Where a keyless primitive paints, when the file forces it
Classification: decoded. Derived from the keyframes and the element's own geometry, checked disc-wide, and validated against both primitives whose position was measured in the running game — one it must reproduce, one it must not disturb.
The question
A .prm / .tbm primitive carries no layer key: the key is read from a
sprite's header, and a primitive has no sprite.
ui-prm-primitives.md established that the key is not in
the bundle either — the declaration entry's unread words are constant, and the
bundle has no RATC child for a primitive — so implied_layer_key is a measured
per-name table, and anything not in it keeps u32::MAX and sorts last.
"❔ Where an unmeasured primitive paints" has been that page's standing blocker.
The port hit it: build_12 / build_15 composited to solid black at every
instant of their declared life, because pgloading_eff00.prm — a full-screen
opaque quad — sorted on top.
The rule
An element that covers the screen and is fully opaque at some instant cannot paint above anything visible at that instant. Where the elements visible during its opaque span are all of them, its position is forced to first.
This is a constraint read off the file, not a preference, and it is not an analogy to a neighbouring screen.
pgloading_eff00.prm is opaque for 39 instants, and all 9 other elements
on the loading screen are visible inside that span. Forced first, 4/4
instances.
The controls — the rule has to survive both, and it does
| primitive | measured in the game | opaque instants | forced below | rule says |
|---|---|---|---|---|
palogo_eff0.prm (entry 11, developer) |
paints FIRST | 211 | 6 of 6 | ✅ forced first |
palogo_eff0.prm (entry 10/13, publisher) |
paints FIRST | 256 | 2 of 2 | ✅ forced first |
pteff00.prm (title) |
paints LAST | 2 | 3 of 23 | ✅ permitted on top |
pteff00.prm (menu) |
paints LAST | 2 | 7 of 15 | ✅ permitted on top |
🔴 The first row is the one that matters. palogo_eff0.prm is named like an
overlay, and a rule keyed on the name would sort it last — against a measured
order. Occlusion gets it right. pteff00.prm is opaque only for two instants, at
its screen's entry and exit, so the constraint never binds it: it is the fade
cover, and it belongs on top.
The span, and what it costs to get wrong
The rule quantifies over "every instant the primitive is opaque" and "every
element visible then", so it depends on where a screen's timeline ends and on what
an element does after its own last keyframe. The port asked, having got 256
opaque instants for palogo_eff0.prm where this page said 211.
⚠️ That pair was a bundle mismatch, not a definitional one — palogo_eff0.prm
appears on both splashes, and the publisher (entries 10, 13) runs to t=255 while
the developer (11, 14) runs to t=210. 256 and 211 are both right, for their own
screen. The definitions already agreed.
The definition: the span is 0 ..= max keyframe time over every element in the build, and an element holds its final pose past its own last keyframe — which
is what pose_at does, and it is decoded rather than assumed: a group holds at its
last keyframe rather than looping
(ui-keyframe-time-unit.md), and
ui-record-loop-length.md shows the declared length
never falls short of the last keyframe, the slack being exactly that hold.
How much rests on it — 130 keyless full-screen primitives with an opaque interval, and how many verdicts change:
| alternative convention | verdicts changed |
|---|---|
span = the bundle header's declared +0x08 |
0 |
| span = the primitive's own last keyframe | 72 |
| elements counted gone after their last keyframe (no hold) | 72 |
🔴 The hold decides 55 % of the verdicts, and dropping it is refuted by a
measured order. palogo_eff0.prm is a single keyframe at t=0. Without the
hold it would be opaque for one instant, no other element would be up yet, and the
rule would call it free — against the order measured in the running game,
which paints it first. Pinned by
the_hold_after_a_final_keyframe_is_required_by_a_measured_order.
✅ And the header length is interchangeable with the elements' maximum: zero disagreements disc-wide. Either may be used.
✅ The verdicts that matter are convention-independent.
pgloading_eff00.prm comes out first under all four conventions;
pteff00.prm comes out free under all four. Only palogo_eff0.prm moves, and
only under the convention its own measured order rules out.
Disc-wide
Keyless full-screen primitives with an opaque interval:
| count | |
|---|---|
| position forced first | 80 |
| constrained below some, not all | 50 |
| occluding nothing | 0 |
The split falls almost exactly along the names — every *base* is forced, every
*eff00* is not — with three families crossing it: palogo_eff0.prm,
pgloading_eff00.prm and pzeff00.prm are named like overlays and are forced
first. That is precisely why the name is not the rule.
✅ And it explains a symptom the corpus had recorded without a cause.
ui-prm-primitives.md notes 36 builds that "come out one colour ... wiped by
pzeff00.prm and pceff00.prm, whose positions have never been measured".
pzeff00.prm is forced first in 32 of 32 instances. Those builds were wiped by
our own sort, not by the game.
🔴 The rule's real limit, found by its own test
An earlier version applied to any element. Its disc-wide test asserted that no
keyed element is ever forced — and that assertion failed, on 22 of them:
pneff01.t32 (key 0xd850, paints #8 of 13) and pbfriendly.t32 (key 0x9230,
#17 of 49).
Both are .t32 sprites, and that is the flaw: a sprite's element alpha
being 255 says nothing about whether its texture covers the screen. Most of it
may be transparent. The disagreements were the rule overreaching, not the keys
being wrong.
forced_backdrop is now restricted to elements with no sprite — untextured
primitives, which are solid quads and do occlude what they cover. That is also the
only case derived_paint_order consults it for.
🔴 Self-refutation: the argument is sound for only 42 of the 80
A disc-wide census of the colour these elements carry breaks the rule's premise for nearly half its verdicts.
| the 80 forced-first instances | count | fade ARGB |
|---|---|---|
.prm — untextured solid quads |
42 | pure black (ff000000, 7f000000, 40000000, …) |
.tbm |
38 | ffffffff — white at full alpha |
A solid white quad at alpha 255 painted first would make the screen white. No
screen is white. So a .tbm is not a solid quad: ffffffff is a white
modulation on a texture, which is exactly what a background bitmap carries.
🔴 And that means element alpha does not establish coverage for them — the same
error the .t32 guard already caught, one file extension further out. I fixed that
symptom (el.sprite.is_some()) rather than its cause: an element's alpha is not
its texture's opacity, and only an untextured primitive makes the two the same
thing.
What this does and does not change:
- ✅ The 42
.prmverdicts stand as decoded. For a solid colour quad the fade is the pixel, so opacity and coverage are the same fact. - ✅ One of the 13
.tbmnames is measured, not inferred.pfbase.tbmis element 0 of the save/load frame, and the order read off the running game (the_save_load_screens_match_what_the_running_game_paints) starts[0, 1, 2, …]— the game paints it first. The other twelve names rest on the rule. - 🟡 The 38
.tbmverdicts are not decoded. They are almost certainly still right — every one is named*base*, is full-screen, and one of them (pfbase.tbm) has its first position measured in the running game — but that is a name-and-role argument, which this page elsewhere argues is the weaker kind. - ⚠️ The code is deliberately unchanged. Restricting
forced_backdropto.prmwould sendpcbase,pnbase,pqbase,pubase,pvbase,pjbgbase2,po_menu_baseand the fourpx_*_baseback tou32::MAX— last — which is the blank-screen bug this rule was written to fix. Downgrading their status is honest; reverting their position would be wrong.
❔ Where a .tbm's pixels live — looked, not found
If a .tbm's texture could be decoded, its alpha coverage would settle the 38
directly. It cannot be located:
- not in its bundle — no RATC record and no sprite-table entry, for any of the 13 names;
- not a file — there is no
.tbmanywhere on the disc; - not a pak entry — its own archive's hashed TOC contains none of
pfbase.tbm, its uppercase form, its stem,.t32/.tga/.xprvariants, orui\/tex\prefixes, across four archives; - not visible in our composite —
composeskips an element with no resolvable sprite, so our renderer draws no pixels at all for a.tbm, and no committed capture covers a screen that has one (GP_SAVE_LOAD,GP_BUNK,GP_DEBRIEFING_PILOTLOG), so nothing says whether the game draws any either.
⚠️ So a second reading survives and is not excluded: that a .tbm element
contributes no pixels, in which case its paint position is inert rather than
wrong. That would leave the 38 verdicts harmless instead of correct — a different
claim with the same consequence. Distinguishing them needs a capture of a screen
that carries one, which is behind the Ⓐ fault
(ui-clock-freezes-at-settle.md).
🔴 Stability is not necessity — 62 of the 80 are DECIDED by this rule (2026-08-30)
Raised by the port agent, and it is right. Every check this page has run — and
every re-check after a change elsewhere — measured whether a verdict moved. That
is the rule's stability. It never measured its necessity: an element whose
position is already fixed by a read T8aD key or an implied_layer_key is
confirmed by the rule, not decided by it, and on those screens removing the
rule entirely costs nothing.
So the question was asked directly. derived_paint_order was recomputed with the
forced_backdrop fallback removed and the two orders compared, over every
dat/*.pak:
| instances | |
|---|---|
| the rule DECIDES the order — it moves without it | 62 |
| the rule merely AGREES — order unchanged | 18 |
| total forced | 80 |
The 80 reproduces this page's own census exactly, which is the check that the probe
is looking at the same set. Data:
../data/forced-backdrop-necessity.txt ·
instrument: crates/sylpheed-formats/examples/forced_backdrop_necessity.rs.
Every one of the 62 deciders is keyless — no keyed element is ever moved. That is the rule behaving as designed: it is a fallback, and it only ever fires where nothing else can speak.
The 18 that merely agree split two ways, and the distinction matters:
- 14 have a key of their own —
pfbase.tbm(10) andpalogo_eff0.prm(4). Here the sort already had the answer and the rule reproduces it. ⚠️ This is the part that is not independent support.palogo_eff0.prmbeing forced first agrees with its measured order, but itsimplied_layer_keyis0x00000000and would have put it first anyway — so that agreement is the rule reproducing the crate, not the game confirming the rule. - 4 are keyless but inert —
po_menu_base.tbm, twice in each of two 2-element builds. Every element on those screens is forced, so all keys collapse to the same value and the declaration-index tie-break gives the identical order either way.
What actually holds the 62 up
Not a key — there is none — and not the palogo_eff0.prm control, which as above
is only decisive under a convention its own key already satisfies. It is the
impossibility argument alone: a full-screen quad that is opaque at some instant
cannot paint above everything visible then, or the screen is blank at that instant.
That argument is doing all the work on 62 instances, and its assumptions are
exactly the ones listed under Reach below — which is now a larger exposure than
this page previously implied.
By element, the 62:
| count | kind | |
|---|---|---|
pzeff00.prm |
32 | .prm, colour census says pure black |
pgloading_eff00.prm |
4 | .prm — 2 in GP_TITLE (entries 12/15), 2 in GP_SAVE_LOAD |
esrb_base.prm |
2 | .prm |
ten *base*.tbm families |
24 | .tbm, ❔ pixels never located |
⚠️ 24 of the 62 are .tbm, and this page already records that a .tbm's
pixels cannot be found anywhere on the disc. For those the two readings — "the rule
places it correctly" and "the element draws nothing, so its position is inert" —
remain indistinguishable, and both leave the composite right. The 38 .prm
deciders have no such escape: those are real quads with real colour, and the rule is
load-bearing on them in the full sense.
For the port specifically
On the five menu screens the exposure is two: GP_TITLE entries 12 and 15,
the dressed loading bundles, where pgloading_eff00.prm has neither a read nor an
implied key. Entries 10, 11, 13 and 14 — the four splashes — are unchanged with the
rule removed, exactly as the port measured on its own side. Two renderers, same
answer.
Reach
⚠️ Assumes straight alpha-over blending. Blend mode is ❔ on
ui-prm-primitives.md: an additive quad at alpha 255
would not occlude, and the rule would then be placing it wrongly. The
palogo_eff0.prm control is evidence the assumption holds at least there.
✅ The colour census narrows this a long way. Every full-screen *eff00*
primitive on the disc is pure black at its various alphas — ff000000,
7f000000, 40000000, b2000000, cc000000, d4000000, 00000000. Black at
alpha a over content is exactly what an alpha-over dim or fade looks like, and an
additive black quad would be a no-op, so a designer would not author one. The
single non-black primitive on the disc is pbafc.prm, RGB 00e8e0 (cyan) at
alphas up to ff — and it is 844×600, not full-screen, so it is outside this
rule's geometry guard entirely. ❔ Whether it is additive is still open, and it is
now the only candidate.
✅ Coverage is tested per instant, against the SCALED size, and two-sidedly.
An earlier version rejected on the declared size (pivot doubled), which the port
pointed out replaces one error with its mirror: an element scaled above 100 %
could cover the screen from a smaller declared size. Checked across 921 keyless
elements: 0 do, so the mirror case does not occur on this disc — the per-instant
test is in because it does not need that to stay true. Verdicts before and after:
80, split 42 .prm / 38 .tbm, unchanged.
⚠️ It gives a lower bound, not an ordering. It settles the 80 instances where
occlusion forces the position, and says nothing about the 50 where the primitive
is opaque only part of the time — including pteff00.prm, whose place on top is
still a measured per-name entry, not a decoded one.
⚠️ No new oracle measurement. The two controls are orders measured previously; nothing here was captured from a running game. A draw capture of a loading screen would confirm it directly, and the loading screens are not reachable from the title path.
Reproducing
cargo run -p sylpheed-formats --example prm_forced_first
cargo run -p sylpheed-formats --example prm_occlusion_check
SYLPHEED_DISC=/disc cargo test -p sylpheed-formats --test ui_forced_backdrop_disc