docs: the splash .prm measured -- and its paint order is a sequence, not depth
ui-prm-primitives recorded that where a .prm paints on a screen without a measured order is unsolved. For the developer splash it is now measured. Every frame opens with two full-screen draws before any sprite. The second is untextured in all 212 frames with a constant vertex colour of FF000000 -- opaque black -- matching palogo_eff0.prm's declaration exactly: kind 0x10, pivot (640,360) -> 1280x720, one keyframe, a = 255. So the splash backdrop is an opaque black full-screen quad from the bundle itself, painted behind every sprite, which is why a splash render needs --black rather than the default backdrop. Not a general rule, and said so: the measured main-menu order puts pteff02.prm at position 4 and pteff00.prm LAST, the latter being the screen-transition fade. And a correction to an existing row. measured_paint_order returns [0, 2, 4, 6, 1, 3, 5] for the splash, described as "the .prm, then all three glows, then the three logos". But the glows and the logos never appear in the same frame -- 0 overlapping frames in 235 -- and two elements that never co-occur have no observable relative depth. Between those halves the vector records the order they were SEEN IN, not a front-to-back relationship. That does not make the render wrong, and element 0 is a real depth observation since the .prm co-occurs with everything. But the type of the claim matters: reading the vector as depth invites compositing all seven elements at once, which is exactly what does not reproduce the screen. METHOD: two things that never co-occur have no observable relative order; when recording an order, note which pairs actually appeared together.
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@@ -826,3 +826,11 @@ agent's loop prompt, i.e. nowhere durable. See [`README.md`](README.md) for the
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four-entry enumeration showed none exists, and the question closed statically.
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A hypothesis that predicts an artefact can be killed by looking for the
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artefact, which is often far cheaper than measuring the behaviour.
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* **Two things that never co-occur have no observable relative order.** A
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"measured paint order" recorded from a running game looks like depth
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information throughout, but between elements that never share a frame it can
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only be the sequence they were *seen in*. The splash's vector mixes both kinds
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— element 0 is real depth (it co-occurs with everything), the glow/logo split
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is not — and the difference matters, because reading it as depth invites
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compositing every element at once. When recording an order, note which pairs
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actually appeared together.
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@@ -595,3 +595,9 @@ neighbourhood, not just the line.
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glows — so whichever was active, a subset of its elements was drawn at a time.
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Selective activation is reinstated on evidence.
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[`ui-group-start-time.md`](structures/ui-group-start-time.md)
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* "the splash's `measured_paint_order` records a front-to-back depth order" →
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**mis-typed.** Its glows and logos never share a frame (0 overlap in 235), so
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their relative depth was never observable — between those halves the vector
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records the *temporal* order they were seen in. Element 0 (`palogo_eff0.prm`)
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is a genuine depth observation, because it co-occurs with everything.
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[`ui-prm-primitives.md`](structures/ui-prm-primitives.md)
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@@ -174,3 +174,54 @@ have never been measured, so they are not in the table.
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* ❔ **The 8 non-full-screen ones**, including two with a zero dimension.
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* 🟡 `kind = 0x3010` (38 elements) is `0x10` plus `0x3000`, the button-record
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bits — a primitive that is part of a button. Unexamined.
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---
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## ✅ Measured on the splash: the `.prm` paints FIRST, full-screen, opaque black
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**2026-08-29.** This page recorded that where a `.prm` paints "on a screen
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without a measured order is unsolved". For the developer splash it is now
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measured, from the 235-frame draw capture.
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Every frame begins with two full-screen draws before any sprite:
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```
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f120: [1280x720] [1280x720] [499x241] …
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^clear ^this one
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```
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The second is **untextured** in all **212** frames, with a constant vertex colour
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of **`FF000000`** — opaque black. That matches `palogo_eff0.prm`'s declaration
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exactly:
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| declared | observed |
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|---|---|
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| `kind = 0x10` (the primitive marker) | untextured draw |
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| pivot (640,360) → **1280×720** | 1280×720 quad |
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| **one** keyframe, `a = 255` | constant across 212 frames |
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| — | vertex colour `FF000000` |
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So the splash's backdrop is an **opaque black full-screen quad from the bundle
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itself**, painted behind every sprite — not a clear colour, which is why our
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splash renders need `--black` to match.
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⚠️ **Not a general rule.** The measured *main menu* order puts `pteff02.prm` at
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position 4 and `pteff00.prm` **last** — that one is the screen-transition fade.
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A `.prm` paints where its screen's order says; the splash's happens to be first.
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## ⚠️ And the splash's "measured paint order" is a SEQUENCE, not a depth order
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`measured_paint_order` returns `[0, 2, 4, 6, 1, 3, 5]` for the splash, commented
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*"the full-screen `.prm`, then all three glows, then the three logos"*.
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The draw capture shows the glows and the logos **never appear in the same frame**
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— 0 overlapping frames in 235 ([group start time](ui-group-start-time.md)). Two
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elements that never co-occur have **no observable relative depth**. What that
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vector records between its glow half and its logo half is the *temporal* order
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they were seen in, not a front-to-back relationship.
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🟡 This does not make the render wrong — compositing them in that order is
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harmless, and the ✅ for element 0 (the `.prm` first) *is* a real depth
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observation, since it co-occurs with everything. But the type of the claim
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matters for a consumer: **treating the vector as depth invites compositing all
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seven elements at once, which is exactly what does not reproduce the screen.**
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