The answers for the port's five screens were spread across a dozen
documents and none of them said how good the result IS. Measured:
screen build drawn corr vs capture alignment
title 4 15/24 +0.9500 dy=0 dx=0
main menu 5 11/16 +0.9460 dy=0 dx=0
EXTRAS 6 13/18 +0.9440 dy=0 dx=0
publisher splash 10 2/3 +0.9600 dy=0 dx=0
developer splash 11 6/7 +0.9643 dy=0 dx=0
Every one aligns at exactly zero offset over a +/-2 px search in both
axes, so placement and scale are right and the residual is tone and
detail rather than geometry.
The drawn/total counts are not slack. Each undrawn element has a reason
already documented: kind & 0x4 ghost instances (4 on the title), .prm
primitives off by default (2 per menu, 1 per splash), loop* animations
off by default and off-screen at rest (2 per menu screen), and the 8AX
name mismatch (1 per menu screen) whose art reaches the screen anyway via
ptbase. 4+2+2+1 = 9, 2+2+1 = 5, 1. Nothing unexplained.
The residual is ranked for a consumer: tone first (gamma 1.34-1.49, the
game's own display ramp), then 8AX resolution, then one drawable
paint-order tie on EXTRAS alone, then rotation-decoded-but-not-rendered
which does not affect these five at rest.
Reach stated: these are static composites at the resting pose against
single frames, so nothing here speaks to animation, and a whole-frame
correlation is a sanity figure rather than a per-element check.