sylpheed-port found the fifth member of our error family on their own side: their "visible" test counted any element with alpha > 0, which includes palogo_eff0. Verified from the disc rather than accepted -- entry 10 [0] palogo_eff0.prm 1 kf t=0 fade=0xff000000 scale=100x100 pos=(0,0) entry 11 same Alpha 255 over RGB 000000: full-screen opaque black, drawn from t=0 and showing nothing. So "any element drawn" reports these screens visible from t=0 while the frame is black -- "visible" read as "drawn". Worth having on its own: this verifies from the disc the premise behind `screen render --black`, which its own help states as "what the game composites over on a screen carrying its own background". On the splash builds that background is DECLARED, not assumed. METHOD gains their amendment, which is the sharpest formulation either of us reached this week: all five instances are a failure of a NOUN, not of a number. Extent, bounding box, duration, span, visible. The number was always correct FOR SOMETHING; what went missing was which thing. Every other check in that file tests whether a number is right, and not one tests whether it is a number of the thing you think. Also teaches fade_quads.py to address a PAK ENTRY directly (`e10`) rather than only a build ordinal. The splashes are entries 10/11 and are not screen builds, so no ordinal addresses them -- and writing `e10` states which index space is meant, which is the standing lesson of build-ordinal-vs-entry.md. Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01Wuu56cE8vJGTBtn1ppsk8v
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The boot's first ten seconds: publisher, then developer — and the movie has a logo card too
Status: ✅ CONFIRMED. The order is measured in three independent cold
boots and confirmed by eye, not only by a correlation. The dwells are
decoded — they are on the disc, and the running game reproduces them to
within the emulator's own frame pacing.
Raised by the port agent against data/boot-timeline-2026-08-29.tsv, whose
label column runs splash_dev before splash_pub — the opposite of what
authored/flow.json carries. If that ordering were real it would be a boot-order
bug in the port. It is not real, and this page says why.
The order: publisher first
Brightened ×6 — these frames have a surface mean of ≈5/255. Top-left and top-right are the two splashes; the bottom row is what comes next and is NOT a splash.
| run | SQUARE ENIX (publisher) |
GAME ARTS/SETA/studio anima (developer) |
|---|---|---|
| 1 | 3.046 → 7.343 s | 7.683 → 11.191 s |
| 2 | 1.180 → 5.784 s | 6.051 → 9.554 s |
| 3 | 1.192 → 5.562 s | 5.929 → 9.295 s |
Three cold boots, t = 0 at process launch, a ~0.2–0.3 s black hold between
them. Publisher first, every time, and the top row of the contact sheet is
what the two segments actually show. docs/game/navigation.md §1 and
ui-title-build-map.md stand.
Why the committed TSV says otherwise — the probe attached late
data/boot-timeline-2026-08-29.tsv opens at t = 0.692 with twelve
byte-identical rows: mean 5.642, splash_dev +0.8707, splash_pub
+0.0294, to four decimals. Twelve identical samples over 1.27 s are one
observation of a held screen, not twelve.
Those exact numbers appear in my run 1 at 8.42 – 10.94 s — same mean, same
two correlations, same four decimals. So that capture's t = 0 is roughly
7.7 s into the guest's boot: the publisher splash had already been and gone
before the stream opened, and the developer splash was simply the first thing the
probe ever saw.
The label column is right about what each frame is. It is wrong about what came before the file starts. Nothing in the TSV is retracted; its reach is.
The trap that makes this worse: ADV.wmv opens with a SQUARE ENIX card
After the developer splash there is a black hold and then a screen that scores
0.59 – 0.75 against live-splash-publisher.png — above the classifier's
threshold, so it is labelled splash_pub a second time. In all three runs:
| run | second "splash_pub" |
|---|---|
| 1 | 17.793 → 20.301 s |
| 2 | 16.930 → 20.664 s |
| 3 | 14.669 → 17.308 s |
The bottom row of the contact sheet is that screen. It is a blurred, bloomed
SQUARE ENIX wordmark, lower in the frame — the intro movie's own opening title
card, i.e. ADV.wmv (movie-binding.md) already playing.
The real splash's wordmark is sharp and centred; the movie's is soft and sits
below centre.
⚠️ So splash_pub is not a safe label once the movie has started. A boot
classifier keyed on live-splash-publisher.png will fire twice per boot. The
discriminators that do work: the real splash holds perfectly still (identical
frame statistics to four decimals for seconds at a time) and scores 0.93–0.94;
the movie card drifts continuously and never exceeds 0.76.
The dwells are on the disc — do not author them
Both splash bundles declare their whole life. Read with the corrected keyframe
record layout (ui-keyframe-record-layout.md)
and Q1's 1 unit = 1/60 s:
| declared | visible span | measured (run 1 / 2 / 3) | |
|---|---|---|---|
publisher, palogo_sqex.t32 |
α 0@15 → 255@30 → 255@235 → 232@239 → 32@251 → 0@255 |
15 → 255 = 240 u = 4.000 s |
4.297 / 4.604 / 4.370 s |
developer, palogo_gamearts.t32 (seta, anima identical) |
α 0@15 → 255@30 → 255@190 → 232@194 → 32@206 → 0@210 |
15 → 210 = 195 u = 3.250 s |
3.508 / 3.503 / 3.366 s |
Measured ÷ declared, over all six spans: 1.074, 1.151, 1.093, 1.079, 1.078,
1.036 — mean 1.085. A 30 Hz timeline stretched by 8.5 % is the game
presenting at 27.6 fps, which is the rate this corpus has measured
independently three times (27.6 on the boot splash, 28.3 and 28.8 on the idle
title — ui-keyframe-time-unit.md).
✅ Classified decoded. The port reads 240 units for the publisher and 195 units for the developer and authors nothing.
🔴 WITHDRAWN — "the game runs them ~8.5 % long". I measured one element's span and called it the screen's.
Retracted the same day. sylpheed-port said the port plays the full group
— 255 and 210 units — not my 240/195, and they are right for a reason sharper than
either of us first had. The _eff elements ramp α 0 → 255 over t=0..15, while
the main logo is still fully transparent there:
palogo_sqex.t32 0:a=0 15:a=0 30:a=255 235:a=255 239:a=232 251:a=32 255:a=0
palogo_sqex_eff.t32 0:a=0 15:a=255 30:a=212 45:a=0
So the screen is visible from within t=0..15, and its visible span is 0→255 and 0→210 — the full group. My "240 units visible" was one element's visible span, computed while another element of the same build was already on screen.
Recomputed against the screen:
| ratios | ||
|---|---|---|
| publisher (255 u = 4.250 s) | 1.011, 1.083, 1.028 | |
| developer (210 u = 3.500 s) | 1.002, 1.001, 0.962 | one below unity |
| mean | 1.0145 | against 1.085 before |
A 1.5 % mean with a measurement below unity is not a clock running at 54 u/s. The systematic is gone and Q1 stands unqualified.
⚠️ And the consequence I drew was wrong too. "A port playing 240 units at 60
shows the publisher splash 0.42 s less" — it plays 255, so the gap is 0.174 s, and
on the developer splash the port runs longer than my mean. There is no direction
to correct in, and nothing here supports moving keyframe_units_per_second.
🟡 What survives, weakly: against the full group the publisher still runs long in all three boots (1.011, 1.083, 1.028) while the developer sits at unity. Three boots per screen is thin and it is not a systematic.
✅ And the splash builds carry their own OPAQUE BLACK backdrop — verified
sylpheed-port found the fifth family member on their own side while confirming
the above: their "visible" test counted any element with alpha > 0, which
includes palogo_eff0.prm. Checked against the disc
(tools/re-capture/fade_quads.py e10 e11):
entry 10 [0] palogo_eff0.prm 1 kf t=0 fade=0xff000000 (alpha 255) scale=100x100 pos=(0,0)
entry 11 [0] palogo_eff0.prm 1 kf t=0 fade=0xff000000 (alpha 255) scale=100x100 pos=(0,0)
Alpha 255 over RGB 000000: full-screen opaque black, drawn from t=0 and
showing nothing. So "any element drawn" reports these screens visible from t=0
while the frame is black — "visible" read as "drawn", the fifth member.
📌 Worth having on its own: this verifies, from the disc, the premise behind
screen render --black — "what the game composites over on a screen carrying its
own background, and so what a framebuffer capture must be compared against". On
the splash builds that background is declared, not assumed.
📌 This is the fourth instance of one family — pivot anchor read as drawn extent, centre track as bounding box, cycle length as motion duration, and now one element's visible span read as the screen's. Every one is a number used as though it described the thing beside it.
sylpheed-port reported their verify-dwell at 4.28 s / 3.58 s and called it
agreement with these boots. Checking the arithmetic rather than the impression:
| declared | at Q1's 60 u/s | measured (3 cold boots) | ratio | |
|---|---|---|---|---|
| publisher | 240 u | 4.000 s | 4.297 / 4.604 / 4.370, mean 4.424 | 1.106 |
| developer | 195 u | 3.250 s | 3.508 / 3.503 / 3.366, mean 3.459 | 1.064 |
All six ratios exceed 1 — 1.074, 1.151, 1.093, 1.079, 1.078, 1.036 — mean 1.085. The implied unit rate is 54.3 and 56.4 units/s, and the port's own two numbers imply 56.1 and 54.5. Four estimates, none at 60.
⚠️ The obvious explanation does not work. A detector triggering early and
late would lengthen the interval — but the declared span is 15 → 255, and
outside it the alpha is 0, so there is nothing on screen to trigger on. An
8.5 % overshoot is 20 units, ten rendered frames, which a threshold cannot
manufacture from a blank screen.
🟡 So this is a real systematic and its cause is not established. Either the title's timeline advances at ~55 units/s rather than Q1's 60, or the boot inserts something between the declared span and what a capture sees. ⚠️ It is not the same discrepancy as the sweep leaf's (which runs ~50 % slow, not 8.5 %), and I am recording it as an open qualification on Q1 rather than a correction to it — three boots per screen is thin, and Q1 was measured on a different quantity.
📌 For the port: these dwells are still decoded and still should not be authored — but a port that plays 240 units at exactly 60 u/s will show the publisher splash for 0.42 s less than the game does.
⚠️ Reach of the ±: a correlation crossing a threshold during a fade is not a sharp edge, so an individual span is good to roughly ±0.2 s. The developer's first two runs agree to 5 ms, which is the instrument at its best; run 2's publisher span (4.604 s) is the outlier and its onset at 1.180 s is early enough to be a stream still filling. The order does not depend on any of this.
Method
tools/re-capture/boot_timeline_probe.py, whose --control was run first and
passed 11/11 on the content classifier and 4/4 on the plate detector,
including live-splash-publisher.png → splash_pub and
live-splash-developer.png → splash_dev with each rejecting the other at
0.035. So a 0.87 reading against the developer reference is a real match and
not an artefact of two dark images: the two references are both dark and they do
not correlate with each other.
Both splash references are themselves committed captures whose identity is
independent of any correlation — live-splash-publisher.png was matched to
GP_TITLE entry 10, whose elements are literally named palogo_sqex, and
live-splash-developer.png to entry 11, palogo_gamearts / palogo_seta /
palogo_anima.
Boots were cold: /dev/shm/xenia_* cleared, no pad input at any point.
What this does not say
- Nothing here is about the movie's length or the attract loop; the runs were
cut at 26–45 s. That half is in
data/boot-timeline-2026-08-29.tsv, whose intervals are unaffected by the attach offset even though its absolutetis. - The 0.2–0.3 s black hold between the two splashes was not separately timed
against the declared
palogo_eff0.prmbackdrop; it is consistent with the 0.14–0.30 s black hold already measured between screens (title-plate-delay-measured.md) but that is a consistency note, not a measurement of this particular gap.
