Files
Sylpheed/docs/re/structures/ui-paint-order-derived-check.md
sylph-decoder 7b5a4aa041 re: the paint-order tie-break costs one pixel, on one screen we do not ship
Closes the open half of Q3. `ui-paint-order-derived-check.md` bounded WHERE a
wrong tie-break could show -- overlapping same-key pairs -- and said outright
that nobody had measured how many change a pixel.

At the instant the player sees, the answer is: at most 1 px at max channel
difference 1, on the JAPANESE title only (`ptlogo2` x `ptlogo_tm`, 5 px of
shared ink). Exactly 0 px on all five port screens.

The earlier 24-pair bound was counted at `rest()`, and 10 of the title's 11
overlapping tied pairs are between `ptlogo_back2eff1`..`eff5` -- the five
transient flashes from the settle-time finding, transparent on the settled
screen. A tie between two invisible elements cannot cost a pixel.

Not a knife-edge. Sweeping every keyframe time and every midpoint between
keyframe times, the live-pair count is flat across the ENTIRE settle window:
1 on the EN title, 2 on the JP title, 0 on all four loading bundles -- whose
tie is live only at t17..t33, during the build-in, which matters because
their settle windows are narrow enough to deserve little trust otherwise.

Controls: every entry reporting zero also swaps an overlapping DIFFERENT-key
pair, which must and does move pixels (25 310 / 268 698 / ~765 000 px). Zeros
are explained by shared-ink counts rather than asserted -- the `ptframe` pairs
overlap by bounding box and share 0 px of ink. Entries 0/1/12/15 have NO live
control and their zeros rest on keyframe data rather than a render; recorded
as the weaker claim it is.

Refutation attempt on the corpus's "24 overlapping pairs": it SURVIVES as a
rest-pose count -- an independent recount reproduces entry 7's 16 exactly.
What is overturned is its interpretation as the risk surface.

`tie_break_pixel_cost` gains a settle-time case and an alpha/scale filter on
its rect test; `tie_cost_over_time` is new. Also strips 611 bytes of captured
cargo warnings from the head of the committed tie census.

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01QsEPXWVaEpyfudtR6re1Pd
2026-08-29 19:35:29 +00:00

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# ✅ Does the derived paint order reproduce the measured ones? Mostly — and the gap is bounded
> ✅ **The open half of this page is closed (2026-08-29): the tie-break's pixel
> cost is measured.** At the instant the player sees, it is **at most one pixel at
> Δ1, on the Japanese title only, and exactly zero on all five port screens** —
> [`ui-tie-break-cost-at-settle.md`](ui-tie-break-cost-at-settle.md). The 24-pair
> bound below is a **`rest()` count** and survives as such (entry 7's 16
> reproduces exactly), but 10 of the title's 11 pairs are between elements that
> are *transparent* on the settled screen. Why the game orders ties as it does is
> still unknown, and now costs one pixel.
**Status:****checked, with numbers.** `compose` uses a paint order *measured
from the running game* for the builds that have one and falls back to
`derived_paint_order` — a sort on each sprite's layer key — everywhere else. The
code's doc comment claimed the derived order "reproduces both measured orders up
to ties". That was a hedge with no measurement behind it, and it was stale:
there are **three** measured orders now, not two.
Tool: `cargo run -p sylpheed-formats --example paint_order_audit -- dat/GP_TITLE.pak`.
Output committed at [`data/paint-order-audit.txt`](../data/paint-order-audit.txt).
## 🔴 Refutation, 2026-08-29 — the published COST of the tie-break was understated
The port challenged HANDOFF's line *"eight candidates refuted; costs one
element's blend on one screen"* against its own census of 105 elements sharing a
key across 12 of 16 screens. Those two numbers are not comparable — the port
counts *elements*, this page counts overlapping *pairs*, and "one screen" was
scoped to five English menu screens without saying so. **So the objection is not
the contradiction it looked like. It is still right, and the line is corrected.**
`paint_order_audit` already reports overlapping ties per entry. Run over all 16
`GP_TITLE` entries — committed at
[`data/paint-order-ties-gp_title.txt`](../data/paint-order-ties-gp_title.txt):
| entry | screen | tied pairs | **overlapping** |
|---|---|---|---|
| 4, 5, 8, 11, 14 | title EN, main menu ×2, splash ×2 | — | **measured order is used; no tie risk** |
| 0, 1 | loading, plain | 2 | **1** each |
| 12, 15 | loading, dressed | 2 | **1** each |
| 6, 9 | `EXTRAS` EN / JP | 15 | **2** each |
| **7** | **title, Japanese** | **37** | **16** |
| 2, 3, 10, 13 | `PRESS Ⓐ` plate, `palogo_sqex` | 0 | 0 |
**24 overlapping tied pairs across 7 of the 11 entries that fall back to the
derived order** — not one element on one screen. The Japanese title alone carries
16, because it is the twin of the one build whose measured order exists and it
has no measured order of its own.
⚠️ **Overlap is an upper bound on the cost, not the cost.** Two elements that
overlap still show nothing if either is transparent at rest or one is opaque
where they meet. What the pair count bounds is *where a wrong tie-break could
show*, and the port is right that nobody has measured how many of those actually
change a pixel.
⚠️ This does not weaken the **rule**. The layer key is decoded and the derived
order reproduces every measured order it can be checked against, exactly, except
the title's eight tied pairs. What is corrected is only the advertised blast
radius of the unknown tie-break.
## The claim holds, and the exception is all ties
| build | derived == measured | inverted pairs | of which same-key ties |
|---|---|---|---|
| main menu (entries 5, 8) | **YES** | 0 | — |
| developer splash (11, 14) | **YES** | 0 | — |
| title (entry 4) | **NO** | 8 | **8 — every one** |
Four of the five measured bundles reproduce **exactly**. The title's eight
disagreements are all between elements that share a layer key, which the sort
cannot order and breaks by declaration index.
## ⚠️ Two of those ties are total occlusions
The tied family is the five `ptlogo_back2eff` glows, all key `32899`:
```
measured paints: 14, 15, 18, 16, 17
derived paints: 14, 15, 16, 17, 18
```
Two pairs flip, and they are not near-misses:
| pair | overlap | |
|---|---|---|
| `back2eff5` vs `back2eff3` | 82 824 px² | **100 % of the smaller** |
| `back2eff5` vs `back2eff4` | 152 047 px² | **100 % of the smaller** |
`back2eff5` is 1133×280 and **fully contains** both. Derived paints it on top of
two glows it completely covers; the game paints it underneath. ✅ The title is
unaffected in practice, because it has a measured order.
🔴 **"Not cosmetic — it can be wrong by a whole layer" is WITHDRAWN (2026-08-29).**
That sentence stood here on a geometric argument and nobody had rendered it. The
swap was then measured: `back2eff3` × `back2eff5` moves **6 390 px by a maximum
of Δ2 out of 255**, and `back2eff4` × `back2eff5` moves 5 516 px by **Δ1**. A
total occlusion by a near-transparent additive glow occludes nothing. See
[the pixel cost](#-what-the-tie-break-actually-costs-in-pixels-2026-08-29).
## ✅ The port's actual exposure is two element pairs
Per build, counting tied pairs and how many of them **overlap** (only those can
paint visibly differently):
| entry | the port's screen | order used | tied pairs | overlapping |
|---|---|---|---|---|
| 4 | title | **measured** | — | — |
| 5 | main menu | **measured** (derived agrees exactly) | 0 | 0 |
| **6** | **`EXTRAS`** | **derived** | 15 | **2** |
| 10 | publisher splash | derived | **0** | **0** |
| 11 | developer splash | **measured** | — | — |
So of the five screens, **one** rests on an unverified derived order, and its
risk is **two overlapping tied pairs** — not the 15 the raw tie count suggests.
The publisher splash's derived order is fully determined (no ties at all).
**And that risk is now measured at zero pixels** — both pairs turn out to
share no ink at all. See
[the pixel cost](#-what-the-tie-break-actually-costs-in-pixels-2026-08-29).
🟡 For completeness, outside the port's set: entry 7 (the Japanese title) is the
worst on the disc at 37 tied pairs, 16 overlapping.
## Reach
* This checks the derived order against the orders **measured from the running
game**; it is not an independent derivation of what the game does. Where no
measured order exists, agreement cannot be checked at all — only the *tie
exposure* can, which is what the table above reports.
* Overlap uses `pivot × 2` as the element's size (documented as the sprite's own
dimensions for a `.t32`) at its resting placement, so scaled or rotated
elements are approximated.
---
## ❔ The tie-break is undecodable from the bundle — searched, with reach
The audit above leaves one question: the layer key orders elements, but what
orders elements that **share** a key? On the title that tie-break decides two
total occlusions, so it is not academic.
The game paints the five tied `ptlogo_back2eff` glows in the order
**eff1, eff2, eff5, eff3, eff4**. Three static structures were searched for
anything that reproduces it.
**1. The declaration table.** Entries 1418 are *byte-identical* apart from the
pivot, which is just half the sprite's own size:
```
14 ptlogo_back2eff1 00000000 ffffffff ffffffff 00000000 ffffffff 0000004e 0000003c 00000000
15 ptlogo_back2eff2 00000000 ffffffff ffffffff 00000000 ffffffff 00000074 0000005b 00000000
16 ptlogo_back2eff3 00000000 ffffffff ffffffff 00000000 ffffffff 000000aa 0000005b 00000000
17 ptlogo_back2eff4 00000000 ffffffff ffffffff 00000000 ffffffff 00000149 0000005b 00000000
18 ptlogo_back2eff5 00000000 ffffffff ffffffff 00000000 ffffffff 000001fb 0000007e 00000000
```
**2. The `T8aD` headers.** All five carry identical `+0x04` (`0x8832`) and
identical `+0x08`/`+0x0A` (`32899`, the layer key itself). They differ only in
position and tile count. Searched **exhaustively**: every offset `0x000x7f`, at
u8, u16 and u32 width, sorted both ascending and descending —
| | |
|---|---|
| fields sorting to the **measured** order | **0** |
| fields sorting to the **declaration** order (control) | **64** |
The control matters: 64 fields *can* be found that reproduce a known ordering, so
the scan is capable of finding an ordering field when one exists. It finds none
for the order the game uses.
**3. The RATC child order** — the bundle's second element list, which is
genuinely a different permutation from the declaration table on other screens.
For this family it reads `eff1, eff2, eff3, eff4, eff5`: declaration order again.
### The answer
**Undecodable from the bundle, with reach.** All three static orderings give
`eff1…eff5`; the game gives `eff1, eff2, eff5, eff3, eff4`. That is consistent
with what [ui-screen-runtime](ui-screen-runtime.md) already concluded from the
other direction — the game builds a **reordered child list at load time** and
paints that.
So Q3 resolves as: the layer key is ✅ **decoded** and orders 4 of the 5 measured
bundles exactly; the **tie-break within a key is ❔ undecodable**, and a consumer
must either use a measured order or accept declaration index as an arbitrary
stand-in.
---
## ✅ `EXTRAS`'s exposure narrows to ONE pair — and the capture is consistent with it
The 15 tied pairs on `EXTRAS` reduce twice.
**2 of the 15 overlap** (only an overlapping tie can paint differently):
```
[0] ptframe3.t32 x [1] ptframe4.t32 key 32848 overlap 102x132
[14] ptloop01.rat x [15] ptloop02.rat key 32784 overlap 400x180
```
**1 of those 2 can be drawn.** `ptloop01`/`ptloop02` are `loop*` sprite
animations, which `compose` skips unless `--animated` is passed, so their tie is
unreachable in a default render. The real exposure is `ptframe3` × `ptframe4`,
overlapping **102 × 132 px** at x 584686, y 318450.
### The capture is consistent with our order
Correlating our render against
[`live-extras.png`](../captures/title-builds/live-extras.png):
| region | correlation |
|---|---|
| **the contested overlap** (x 584686, y 318450) | **+0.9622** |
| `ptframe3` alone, outside the overlap | +0.8502 |
| `ptframe4` alone, outside the overlap | +0.9903 |
| whole frame | +0.9440 |
The contested region matches **better than the frame as a whole** and sits inside
the range of regions where order *cannot* matter. Were our tie-break wrong, that
region should correlate worse than its neighbours.
🟡 **Consistent with, not proof.** Correlation cannot see a swap if the two
frames happen to be locally similar. But it is a real check, and it removes the
"entirely unverified" character of the one tie the port can actually hit.
**So the chain is: 15 tied pairs → 2 overlapping → 1 drawable → consistent with
the capture.** That is the whole paint-order risk on the port's five screens.
---
## ✅ What the tie-break actually costs, in pixels (2026-08-29)
The section above bounds *where* a wrong tie-break could show and says outright
that "nobody has measured how many of those actually change a pixel". Measured
now, and the answer is **zero on every screen the port ships**.
Tool: `cargo run -p sylpheed-formats --example tie_break_pixel_cost -- dat/GP_TITLE.pak`,
output committed at [`data/paint-order-tie-pixel-cost.txt`](../data/paint-order-tie-pixel-cost.txt).
It renders each bundle twice — once in the derived order, once with one tied
pair swapped — and diffs. Elements sharing a key are contiguous in the derived
order (a stable sort on `(key, i)`), so a swap paints nothing else in between:
the diff is the tie-break's cost and nothing else.
### The instrument was controlled first, per entry
Every entry also swaps an **overlapping pair with different keys** — a pair whose
order the game demonstrably cares about. If that swap moves nothing, the
instrument cannot see a reorder on that screen and its zeros are worthless.
| entry | control swap | pixels moved |
|---|---|---|
| 4 | `pteff04` × `ptlogo_back2eff5` | 36 305 (max Δ **254**) |
| 5 / 8 | `ptbase` × `pteff05` | 764 030 / 771 479 (max Δ 67) |
| 6 / 9 | `ptbase` × `pteff05` | 761 600 / 768 159 (max Δ 67) |
| 7 | `ptlogo_eff3` × `pteff04` | 240 308 (max Δ 225) |
| 0, 1, 12, 15 | — | ⚠️ **no control**: on the loading bundles no overlapping different-key pair is drawn under default options. Their numbers below are non-zero, so they do not rest on a control; a *zero* there would have been uninterpretable |
### And every result explains itself
A bare "0 px differ" is ambiguous: it can mean the order genuinely does not
matter, or that the two elements never painted on the same pixel and the
"overlap" was an artefact of the rect approximation (pivot × 2 at the resting
placement). So the tool also reports each element's **ink** — the pixels that
move when that element alone is removed — and the **shared ink** between the
pair. That distinction is what makes the zeros below trustworthy.
### The port's screens: zero, and blend-independent
| entry | screen | tied pair | ink | **shared ink** | pixels changed |
|---|---|---|---|---|---|
| 5, 8 | main menu EN / JP | `ptframe1` × `ptframe2` | 4 783 / 5 297 px | **0** | **0** |
| **6, 9** | **`EXTRAS` EN / JP** | `ptframe3` × `ptframe4` | 3 646 / 3 584 px | **0** | **0** |
| 10 | publisher splash | — (no ties) | | | **0** |
| 4, 11 | title, developer splash | measured order used | | | **0** |
`ptframe3` and `ptframe4` each put ink on ~3 600 pixels and **share none of
them**. Their 102 × 132 bounding-box overlap is a rect artefact: the sprites
inside it are disjoint. ✅ This is stronger than the correlation check below it,
because it does not depend on the blend at all — when two layers never touch the
same pixel, their order cannot matter under *any* per-pixel compositing rule.
**So the whole Q3 tie-break risk on the five menu screens is zero pixels, not
"one drawable pair, consistent with a capture".**
### Where it is non-zero, it is invisible
| entry | screen | worst tied pair | px changed | **max Δ** |
|---|---|---|---|---|
| 4 | title EN (derived order forced) | `back2eff1` × `back2eff5` | 6 645 (0.72 %) | **3** |
| 7 | title JP | `back2eff1` × `back2eff5` | 1 061 (0.12 %) | **3** |
| 0, 1, 12, 15 | loading ×4 | `pgloading_eff01` × `eff02` | 1 761 (0.19 %) | **1** |
Across **31 drawable overlapping tied pairs on the whole of `GP_TITLE`**, 26
change at least one pixel and the largest change any of them makes to any
channel is **3/255**. The tied families are additive glows; they are nearly
transparent where they meet, which is why containment does not equal occlusion.
⚠️ **Reach.** This measures *our compositor's* sensitivity to the order, not the
game's. For the ptframe pairs that does not matter (zero shared ink is
blend-independent). For the glow pairs it does: the Δ ≤ 3 figures assume our
alpha blend, and a game using additive or premultiplied blending for these could
differ. What the numbers rule out is a *structural* error — a layer appearing or
disappearing — not a shading one.
⚠️ Entries 12 and 15 under `--focus --animated --primitives` report ink 0/0 for
the tied pair: with the primitives drawn, those two elements contribute no
visible pixels at all. That is why their control is dead in that configuration,
and it is self-consistent rather than a failure.