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Sylpheed/docs/re/structures/ui-prm-primitives.md
Sylpheed RE agent f852049d0d formats: a primitive layer is not in the file - measure it, table it, prove it
Two places checked for the key a .prm element sorts by, both empty:

  * the declaration entry's four unread words are constant across every element
    of all three measured screens (+28=0, +36=0xffffffff, +56=0, and +44 is a
    button ordinal 1-5, 0xffffffff elsewhere);
  * the bundle carries NO data for a primitive at all - the menu build declares
    pteff00.prm, pteff02.prm and pteff05.t32 and has zero RATC children for any
    of them, its 34 children being 21 T8aD sprites and 13 .rat records.

So the layer comes from the game code. But it is consistent, which is what makes
a per-name table a measurement rather than a fudge. Bracketing each unkeyed
element between the keys of its measured neighbours: pteff02.prm falls in
(0x8010, 0x8040) on BOTH screens it appears on, pteff00.prm is past the maximum
on both, and palogo_eff0.prm is below the minimum on the splash.

implied_layer_key records exactly those and nothing else; an unlisted primitive
keeps u32::MAX and still sorts last. With it, derived_paint_order produces the
same layer-key sequence as the order read off the running game on all three
measured screens - primitives included - and matches element-for-element on four
of the five bundle instances. The fifth is the title, differing only inside its
tied groups, which is a separate open question.

This does not make include_primitives safe by default: the 36 builds that come
out one colour are wiped by pzeff00.prm and pceff00.prm, never measured, hence
not in the table.

14 disc tests green.
2026-08-19 09:15:55 +00:00

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# `.prm` elements are untextured full-screen quads, and `kind` bit `0x10` says so
**Status:**`CONFIRMED` statically across all 965 screen builds on the disc.
🔴 **Drawing them at `Element::rest()` is refuted** — it would black out the
title screen. ❔ the resting rule for a fade group is unsolved, and that is the
blocker on actually compositing them.
## What they are
Every composite the port produces is missing its `.prm` elements: they resolve to
no sprite, so `compose` skips them. 369 of them exist. Swept over the disc:
| | |
|---|---|
| `.prm` elements in screen builds | **369** |
| …with a RATC child of their own name (a payload) | **0** |
| …with `kind & 0x10` set | **369** |
| non-`.prm` elements with `kind & 0x10` set | **0** |
| …with `pivot × 2 == 1280×720` (the design space) | **361** |
| …resting at scale 100 %, position (0,0) | 361 / 356 |
Three things follow, none of them inferred:
1. **They carry no texture.** Not one has a payload child; there is nothing in
the bundle for them to draw. `.prm` is a primitive, not a sprite.
2. **The format marks them.** `kind & 0x10` and the `.prm` extension agree with
**zero exceptions in either direction**. A port can classify an element as a
primitive from the declaration table alone, without parsing filenames — which
is what a decoded field is for.
3. **They are screen-sized colour fills.** 361 of 369 are exactly the design
space at 1:1 in the corner. The 8 that are not are small coloured quads
(844×600 at (291,60), and two degenerate 0×720).
## Where the colour is
The keyframe's `fade` word, ARGB — the field named for the alpha ramp it drives
on a sprite. On a `.prm` there is no sprite to modulate, so it *is* the fill.
Resting values across the disc:
```
189 0x00000000 (transparent — nothing on screen)
102 0xff000000 (opaque black)
32 0x7f000000 6 0x60ff0000 (red) 6 0x0000ffd4 (cyan)
20 other blacks 6 0x008000ff (violet) 2 0xf0ffffff (near-white flash)
```
Overwhelmingly **black at some alpha**: these are the screen's fade-to-black,
dim-behind-a-menu and flash layers. That matches the standing note on
`ComposeOptions::backdrop`, which describes the compositor's dim slate as a
stand-in for "the PRMD dim-quad" — this is that quad, and it is in the file.
## Drawing them (2026-08-19)
`fill_quad` composites a primitive as a solid rectangle of the keyframe's `fade`
colour, `pivot × 2` in size, placed and scaled exactly as a sprite is. It is
behind `ComposeOptions::include_primitives` / `screen render --primitives`, and
**off by default** — for a reason that is itself the result of this iteration.
On the title screen, whose paint order is ground truth, it is measurably right:
| composite | mean luminance | vs capture | mean abs diff |
|---|---|---|---|
| primitives off | 76.30 | **+18 %** | 16.07 |
| primitives on | **63.72** | **1.3 %** | **13.08** |
(capture mean 64.58). The composite was ~40 % too bright in the background
regions; `pteff02.prm`, a 25 % black dim, is what was missing. The wordmark is
*not* dimmed by it — the measured order paints that quad at slot 4, beneath the
logo — and the fraction of wordmark pixels above 200 moves 29.9 % → 28.2 %
against the capture's 26.8 %.
[The composite](../captures/ui-layout/title-composited-with-primitives.png).
Edge correlation goes 0.9538 → 0.9480, which sounds like a loss and is not
informative: a uniform dim scales gradients uniformly, so a normalised edge
correlation barely sees it. Brightness is the metric that discriminates here, and
it moves 20 percentage points toward the capture.
## Refuted twice, and the second one is the blocker
**Refuted: you cannot draw them at `Element::rest()`** — as the old longest-dwell
rule computed it. The title's `pteff00.prm` runs opaque → transparent →
transparent → opaque, a screen transition whose resting pose is the transparent
plateau, and it paints **last**; the old rule picked the opaque endpoint, i.e.
the whole screen. That is fixed — [`ui-resting-pose.md`](ui-resting-pose.md).
**Refuted: the derived paint order does not place them.** This is what keeps the
flag off. A primitive has no `T8aD` header, so it has **no layer key**, and
`derived_paint_order` sorts the keyless to the very end. `GP_DIALOG`'s
`pzeff00.prm` is a *single* keyframe of opaque black at full screen; painted last
it wipes the build. Measured: of the 125 builds that draw a visible primitive,
**36 come out more than 99 % one colour** with the derived order.
And no simple default fixes it, because the two screens read off the running game
disagree with each other:
* the developer-logo splash paints `palogo_eff0.prm` **first** — it is the black
backdrop the logos sit on;
* the title paints `pteff02.prm` at slot **4**, beneath the wordmark, and
`pteff00.prm` **last**, as the fade-out.
So a primitive's position is real, per-element, and not derivable from anything
decoded so far. "Primitives first" would break the title's fade-out; "primitives
last" wipes 36 builds; "keep declaration position" was checked against the title
and fails there too — `pteff00.prm` is element 8, declared among the wordmarks,
and the game paints it 23rd.
A disc test measures the damage (36 / 125 / 0-by-default) rather than asserting
the feature works, so the number stays honest and changes when the ordering is
solved.
Worth seeing anyway: the DIFFICULTY dialog
([capture](../captures/ui-layout/dialog-difficulty-with-primitives.png)) renders
legibly with its 50 % dim — an early false alarm said 36 `GP_DIALOG` builds went
"100 % black", which was a crude near-black pixel threshold, not a black screen.
The genuinely wiped ones are a different set, wiped by an *opaque* quad.
## What is not settled
## Where a primitive paints — refuted in the file, measured in the game (2026-08-19)
**🔴 Refuted: the key is not in the bundle.** Two places were checked and both
are empty:
* the **declaration entry**'s four unread words are constant across every
element of all three measured screens — `+28` = 0, `+36` = `0xffffffff`,
`+56` = 0, and `+44` is a button ordinal (1…5 on the menu's five buttons,
`0xffffffff` everywhere else). No key there.
* the **bundle carries no data at all** for a primitive. The menu build declares
`pteff00.prm`, `pteff02.prm` and `pteff05.t32` and has **zero** RATC children
for any of them — its 34 children are 21 `T8aD` sprites and 13 `.rat` records,
none of them named for a primitive.
So the layer a primitive draws on comes from the game's own code, not the file.
**✅ But it is consistent, which makes a per-name table honest.** Bracketing each
unkeyed element between its measured neighbours' keys:
| element | title screen | main menu | splash |
|---|---|---|---|
| `pteff05.t32` | — | (0x8010, 0x8040) | — |
| `pteff04.t32` | (0x8010, 0x8040) | — | — |
| `pteff02.prm` | **(0x8010, 0x8040)** | **(0x8010, 0x8040)** | — |
| `pteff00.prm` | (0x8100, end) | (0x8110, end) | — |
| `palogo_eff0.prm` | — | — | (start, 0xa100) |
`pteff02.prm` falls in the **same interval on both** screens it appears on, the
fade quad is past the maximum on both, and the splash backdrop is below the
minimum. `ui_layout::implied_layer_key` records exactly these, and nothing more —
an unlisted primitive keeps `u32::MAX` and still sorts last.
With it, `derived_paint_order` produces **the same layer-key sequence as the
order read off the running game on all three measured screens**, primitives
included, and matches element-for-element on four of the five bundle instances
(the fifth is the title, which differs only inside its tied groups — a separate
open question). Pinned by
`the_derived_order_puts_every_element_in_the_right_layer_group`.
This does **not** make `include_primitives` safe by default: the 36 builds that
come out one colour are wiped by `pzeff00.prm` and `pceff00.prm`, whose positions
have never been measured, so they are not in the table.
## What is not settled
***Where an *unmeasured* primitive paints.** The blocker, unchanged for the
ones not in the table. It has no layer
key and the two measured screens rule out every constant default. The cheapest
next step is a third measured order from a screen that carries a primitive —
the `GP_DIALOG` DIFFICULTY box is reachable from the main menu and has exactly
one, so a runtime child-list read there would say whether its dim is first or
last.
***Blend mode.** A dim quad at `0x7f000000` is presumably straight alpha over
what is beneath, but the flash (`0xf0ffffff`) and the coloured ones
(`0x60ff0000`) may well be additive. Nothing measured.
***The 8 non-full-screen ones**, including two with a zero dimension.
* 🟡 `kind = 0x3010` (38 elements) is `0x10` plus `0x3000`, the button-record
bits — a primitive that is part of a button. Unexamined.