re(ui): withdraw the mechanism -- "palette" was an explanation, not a finding
Last iteration I wrote that a bundle is a palette whose elements are
selectively activated. The disjoint glow/logo phases have two
explanations and I asserted one:
1. one bundle, some elements run then others;
2. two bundle-loads shown in sequence (entries 11 and 14 are twins
declaring identical sprites).
The draw log's tex[base=...] looked like it would separate them. It does
not, and the control is in the same table:
publisher splash f1-90 0x11C30000, 0x10000000
glows f94-115 0x11C30000, 0x10000000
logos f116-211 0x11C30000, 0x10000000
The publisher splash is certainly a DIFFERENT bundle from the developer
splash, and it uses the same base. So 0x11C30000 is a reused upload slot,
not a bundle identity, and the test cannot choose between the two
hypotheses.
Survives: a bundle's declared elements are not what gets drawn.
palogo_anima and palogo_gamearts carry byte-identical keyframe times and
in the same run one is drawn 95 frames and the other none -- and
whichever twin was active declares both. The phases are strictly disjoint
(0 overlapping frames in 235).
Withdrawn: the mechanism. The practical consequence is unchanged --
compositing every element of a bundle does not reproduce what the game
shows over time -- but the why is not established and I stated it as
though it were.
What would separate them: a per-draw capture recording the bundle each
draw came from, or a file-IO log showing whether a second RATC entry is
read between frames 115 and 116.
METHOD: a shared resource address does not identify the resource's owner;
and state the mechanism as a separate claim from the observation, or the
weaker one inherits the stronger one's evidence.
This commit is contained in:
@@ -359,8 +359,14 @@ authored version can be deleted.
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✅ **Verified against its own refutation:** across all 235 captured frames,
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**zero** contain both a glow and a logo; the switch is one clean boundary with
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two sprites either side.
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🔴 **And it goes further than start times — a bundle is a palette, not a
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script.** Entry 11 declares *three* logo/glow pairs; only two are ever drawn.
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🔴 **And it goes further than start times — a bundle's declared elements are
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not what gets drawn.** ⚠️ I previously called this "a bundle is a palette,
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selectively activated"; **the mechanism is withdrawn** — the evidence does not
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choose between "one bundle, selective activation" and "two compositions shown
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in sequence". The texture-base test that looked like it would separate them
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fails its own control: the publisher splash is a different bundle and uses the
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same base `0x11C30000`, so that address is a reused upload slot, not an
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identity. The consequence for you is unchanged; the reason is not established. Entry 11 declares *three* logo/glow pairs; only two are ever drawn.
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`palogo_anima` gets **0 frames** while `palogo_gamearts` gets **95**, from
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byte-identical keyframe times. (Reach: the capture covers frames 1–214, so
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"never in the window".) **Compositing every element of a bundle does not
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