Play-test finding 4, answered as a mechanism and from the disc, so it generalises instead of describing one boot. ui-splash-draw-pass.md excluded a post-process from GPU state and closed with "that softness is in the texture or in which quads are drawn, not in a pass", leaving the two unseparated. It is both, and they are one fact: each logo ships a second texture that IS the blur -- the same artwork outset by exactly 10 px per side, concentric to <=1.5 px, drawn as its own alpha-over quad. Three results, each with its control: * The capture's eight anonymous quads are NAMED from the disc. Predicting each NDC rect from declared position + decoded sprite size matches all eight bijectively; every match <=0.0061, every runner-up >=0.0272, a 4.5-8.9x margin. That margin is the control -- eight similar boxes would match anything. * REFUTES splash-quad-timeline.txt's "the same three rects scaled slightly larger" (my own earlier wording). The x and y scale factors differ by up to 0.28; a uniform scale cannot do that, a fixed 10-px border can. The conclusion it supported (draw all six quads) stands; the model was wrong, and the wrong model tells a port to scale a sprite. * The T8aD blend bit tested OUT of sample on entries 10/11, which were not in its 35-row fit and are the screens under complaint. Pre-registered additive=false for all eight against 0 additive draws in 1048; held 8/8, with the control still reporting 9 additive on entry 6. Also resolves a REFUTED.md 🟡 <our-reader> in the reader's favour: the prediction is ours and the target is the oracle, so the agreement is evidence about the reader rather than a claim resting on it. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01Jc4pciRArGHfxGGhEbwp5t
164 lines
8.2 KiB
Markdown
164 lines
8.2 KiB
Markdown
# The splash "blur" is a baked glow texture — `palogo_*_eff.t32`, a 10-pixel concentric outset
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**Status: ✅ decoded (disc), confirmed against the oracle 8/8.** 2026-09-01.
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Instruments: prediction ⟨disc⟩ (`parse_build` + `t8ad::parse` over
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`GP_TITLE.pak`); target ⟨capture⟩ (the guest vertex stream in
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[`data/splash-quad-timeline.txt`](data/splash-quad-timeline.txt) and
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[`data/splash-draw-pass-census.txt`](data/splash-draw-pass-census.txt)).
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Answers play-test finding 4 — *"the splash fade/blur is more pronounced in the
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game"* — at the level the human asked for: **the mechanism, not a curve.**
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---
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## The answer in one line
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> **There is no blur pass and no blur filter. Each logo ships a second texture
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> that IS the blur — `palogo_<x>_eff.t32`, the same artwork outset by exactly
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> 10 pixels on every side — and the game draws it as an extra alpha-over quad
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> concentric with the logo. Drawing the logo alone loses the glow entirely.**
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[`ui-splash-draw-pass.md`](ui-splash-draw-pass.md) had already excluded a
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post-process from GPU state and closed with *"that softness is in the **texture**
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or in **which quads are drawn**, not in a pass"*, leaving the two unseparated.
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It is **both, and they are the same fact**: a dedicated soft-edged texture, drawn
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as its own quad.
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## 1 — the capture's eight anonymous quads, named from the disc
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A draw capture sees geometry, not names. `splash-quad-timeline.txt` could only
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call them `Q0…Q7`. Predicting each rect from the **declared position** and the
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**decoded sprite size** — `x_ndc = 2x/1280 − 1`, `y_ndc = 1 − 2y/720` — names all
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eight, bijectively:
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| sprite (disc) | quad | max abs edge error | runner-up | draws |
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|---|---|---|---|---|
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| `palogo_sqex.t32` | Q0 | 0.0056 | 0.0367 | 111 |
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| `palogo_sqex_eff.t32` | Q7 | 0.0061 | 0.0339 | 8 |
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| `palogo_gamearts.t32` | Q1 | 0.0056 | 0.0272 | 87 |
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| `palogo_gamearts_eff.t32` | Q4 | 0.0037 | 0.0306 | 21 |
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| `palogo_seta.t32` | Q2 | 0.0050 | 0.0278 | 87 |
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| `palogo_seta_eff.t32` | Q5 | 0.0037 | 0.0328 | 21 |
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| `palogo_anima.t32` | Q3 | 0.0050 | 0.0272 | 87 |
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| `palogo_anima_eff.t32` | Q6 | 0.0056 | 0.0356 | 21 |
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**8 named, 0 unmatched.** The capture quantises to 0.01 NDC, so the tolerance is
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0.010; every match lands at ≤ 0.0061 and every **runner-up** sits at ≥ 0.0272 —
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a 4.5× to 8.9× margin. **That margin is the control**: eight similar boxes would
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match anything, and these do not.
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Reproduce: `cargo run --release -p sylpheed-formats --example splash_quad_names`.
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📌 **This also settles a `⟨our-reader⟩` 🟡 in the right direction.** The
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prediction comes from our reader; the target is the oracle's vertex buffer. The
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agreement is therefore **evidence about the reader**, not a claim resting on it —
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`parse_build`'s declared placement and `t8ad`'s decoded dimensions reproduce
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what the GPU actually drew, on both splash bundles, to within 4 screen pixels.
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A disagreement would have indicted the reader instead.
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## 2 — what an `_eff` companion actually is
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`splash-quad-timeline.txt` described the companions as *"the same three rects
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**scaled slightly larger**"*. That is an inference from four rounded NDC numbers,
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and the disc refutes it:
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```
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palogo_sqex_eff outset 10x10 px, centre off by ( 0.0,-0.5), scale 1.030/1.309 NOT uniform
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palogo_gamearts_eff outset 10x10 px, centre off by (-0.5, 0.0), scale 1.042/1.282 NOT uniform
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palogo_seta_eff outset 10x10 px, centre off by ( 0.5,-0.5), scale 1.087/1.236 NOT uniform
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palogo_anima_eff outset 10x10 px, centre off by (-1.5, 1.0), scale 1.049/1.147 NOT uniform
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```
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| | logo | `_eff` | Δ |
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|---|---|---|---|
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| `sqex` | 666×68 @ (309,330) | 686×89 @ (299,319) | **+20×+21 px, −10,−11** |
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| `gamearts` | 500×71 @ (390,164) | 521×91 @ (379,154) | **+21×+20 px, −11,−10** |
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| `seta` | 240×89 @ (521,316) | 261×110 @ (511,305) | **+21×+21 px, −10,−11** |
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| `anima` | 388×136 @ (446,449) | 407×156 @ (435,440) | **+19×+20 px, −11,−9** |
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* **Concentric** — the two centres agree to ≤ 1.5 px in every pair.
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* **A constant 10-px outset per side**, in *both* axes, on all four pairs.
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* **Not a scale.** The x and y scale factors differ by 0.06 to 0.28. A
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"slightly larger copy" model predicts they match; they do not, and the
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narrower the logo's height the further apart they get — exactly what a
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*fixed-width* border does and a scale cannot.
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A fixed 10-pixel halo around the same artwork, in a separate texture, is a
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**pre-rendered blur**. Nothing computes it at runtime; it was computed by the
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artist and shipped.
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Asserted by `eff_is_a_concentric_outset_not_a_scale` in the same example, which
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fails if the pair is not concentric, if the outset is not uniform, if it leaves
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8…12 px, **or if the scale factors turn out uniform after all** — that last
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assertion is the one that would reinstate the reading it displaces.
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## 3 — the blend, tested out of sample on these exact screens
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[`structures/ui-blend-mode-decoded.md`](structures/ui-blend-mode-decoded.md)
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established `T8aD +0x04` bit `0x02` on **35 elements over three screens**
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(`GP_TITLE` entries 2, 4, 5, 6). Entries **10 and 11 were not in that sample**,
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and they are the screens the play-test says are wrong.
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**Pre-registered before reading the disc:** the census finds `0x01010101`
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(additive) in **0 of 1 048** splash draws, so if the bit generalises, all eight
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splash sprites must read `additive = false`.
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```
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palogo_sqex.t32 / _eff, palogo_{gamearts,seta,anima}.t32 / _eff
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word04 = 0x00008830 -> alpha-over (8 of 8)
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additive=0 alpha-over=8 no-header=0
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control -- entry 6 through the SAME code path reports additive=9: PASS
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```
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**Prediction held.** The control matters: the same accessor reports 9 additive
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sprites on entry 6, so `additive=0` is a fact about the splashes and not a
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harness stuck on one answer.
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`cargo run --release -p sylpheed-formats --example splash_blend_check`.
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🔴 **So the glow is NOT additive.** It is composited source-over like everything
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else, and its softness comes entirely from the texture's own alpha. A port that
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"adds a glow" by switching these quads to additive blending will be wrong in a
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new way.
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## What this means for the port
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1. **Draw `palogo_sqex_eff.t32`, `palogo_gamearts_eff.t32`, `palogo_seta_eff.t32`
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and `palogo_anima_eff.t32` as their own quads**, at their own declared
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positions, with their own keyframe alphas. They are not decorations of the
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logo element and they are not derivable from it.
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2. **Do not scale the logo to produce them.** They are separate art. A scaled
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logo has a border that grows with the logo; the real one is 10 px regardless.
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3. **Source-over, not additive**, on all eight.
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4. **They are short-lived.** Declared `0@0 → 255@15 → (255 or 212)@30 → 0@45`
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against the logo's `0@15 → 255@30 → … → 0@210` (developer) / `0@255`
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(publisher). The halo flashes during the entry and is gone for the whole hold.
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That is the "more pronounced" moment and it is ~45 units long.
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## Refutation attempt, recorded per the adversarial duty
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**Target:** `ui-blend-mode-decoded.md`'s *"`T8aD +0x04` bit `0x02` set ⇒
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additive"*, tested where it was never fitted — the two splash bundles, on the
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screens under play-test complaint, against 1 048 captured draws.
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**Result: it SURVIVED, out of sample, 8/8, with a passing control.**
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**Second target, same iteration:** `splash-quad-timeline.txt`'s *"the same three
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rects scaled slightly larger"*. **REFUTED** — §2. The companions are concentric
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10-px outsets, and their x and y scale factors differ by up to 0.28, which a
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uniform scale cannot produce. The conclusion the phrase supported (there are six
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quads and an export must draw all six) is unaffected; the *model* of what the
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extra three are was wrong, and the wrong model tells a port to scale a sprite.
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## Reach
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⟨disc⟩ for §2 and §3, so both generalise to every screen that uses the same
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structures — the `_eff` naming convention and the blend bit are properties of the
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shipped data, not of a boot. §1's *agreement* is ⟨disc⟩ × ⟨capture⟩ over the two
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splash bundles specifically.
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**Not settled here:** whether the `_eff` alpha ramp the port should use is the
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declared one or the captured one (they differ; see
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[`ui-keyframe-time-unit.md`](ui-keyframe-time-unit.md)), and the plate-late
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finding (play-test 3), which is untouched.
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