formats: a third measured paint order — the main menu, with two primitives
Read off the running game with screen_children.py and identified by pivot signature as GP_TITLE.pak ratc-index 8, the NEW GAME / LOAD GAME / TUTORIAL / OPTIONS / EXTRAS screen: paint order: 1 3 4 2 5 8 9 6 7 15 10 11 12 13 14 0 It is the first measured screen carrying TWO primitives, and they land in different places, which is the point. pteff02.prm (the 25% dim) paints 4th, beneath the whole UI; pteff00.prm (the transition fade, resting transparent) paints last. Both match their positions on the title screen exactly. So a primitive's place is per-element and stable by role - backdrop first, dim at slot 4, fade last - and there are now three permutations to test a derivation against rather than two. Wired into measured_paint_order, keyed by element names so both language builds get it. The English build composited with --primitives edge-correlates at 0.9591 at shift (0,0) against a framebuffer capture taken in the same session - a third screen confirming paint order, resting pose, fade alpha and primitives at once, against a capture this project had not seen before. 13 disc tests green.
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@@ -728,6 +728,22 @@ fn measured_paint_order(build: &UiBuild) -> Option<Vec<usize>> {
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// the full-screen .prm, then all three glows, then the three logos.
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return Some(vec![0, 2, 4, 6, 1, 3, 5]);
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}
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// GP_TITLE.pak ratc-index 8 — the MAIN MENU (NEW GAME / LOAD GAME /
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// TUTORIAL / OPTIONS / EXTRAS). Read off the running game 2026-08-19; it is
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// the third measured permutation and the first that contains TWO
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// primitives, which is why it matters — see `ui-prm-primitives.md`.
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const MENU: [&str; 16] = [
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"pteff00.prm", "ptbase.t32", "pteff05.t32", "ptloop01.rat",
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"ptloop02.rat", "pteff02.prm", "ptframe1.t32", "ptframe2.t32",
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"pteff10.t32", "pteff12.t32", "ptbtn01.rat", "ptbtn02.rat",
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"ptbtn03.rat", "ptbtn04.rat", "ptbtn05.rat", "ptmsg.t32",
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];
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if names == MENU {
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// background, the two loops, the full-screen effect, the DIM quad,
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// the glows, the frames, the message, the five buttons, and the
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// screen-transition FADE quad last.
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return Some(vec![1, 3, 4, 2, 5, 8, 9, 6, 7, 15, 10, 11, 12, 13, 14, 0]);
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}
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None
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}
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