re(ui): re-establish selective activation by killing the alternative statically
Last iteration I withdrew "a bundle is a palette" because the evidence did not choose between selective activation within one bundle and two compositions shown in sequence. The alternative can be killed from the disc, which I had not tried. Hypothesis 2 needs a bundle declaring the GLOWS WITHOUT THE LOGOS. There is none. Every GP_TITLE entry carrying palogo elements: 10, 13 (publisher twins) palogo_eff0.prm, palogo_sqex, palogo_sqex_eff 11, 14 (developer twins) palogo_eff0.prm + all three logos + all three glows Four entries, and each developer entry declares the complete set of six. So whichever bundle was active across frames 94-211 -- entry 11, entry 14, or both in turn -- it declared the logos and the glows, while the game drew two sprites at a time in disjoint phases. Therefore only a subset of a bundle's elements is drawn at any moment, whatever the bundle-loading story is. The conclusion no longer depends on resolving how many bundles are involved, which is why the texture-base test's failure stopped mattering. So the claim is reinstated -- this time by eliminating the alternative rather than by assuming it away. What worked was not a better capture but asking what the competing hypothesis would REQUIRE on the disc and finding it absent. METHOD: a hypothesis that predicts an artefact can be killed by looking for the artefact, which is often far cheaper than measuring the behaviour.
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@@ -151,3 +151,31 @@ element of a bundle does not reproduce what the game shows over time — but the
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❔ What would separate them: a per-draw capture recording the **bundle** each draw
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came from, or a kernel/file-IO log showing whether a second RATC entry is read
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between frames 115 and 116.
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---
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## ✅ Re-established, by elimination — selective activation is happening
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**2026-08-29.** The alternative can be killed statically, which I had not tried.
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Hypothesis 2 needs a bundle that declares the **glows without the logos**. There
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is none. Enumerating every entry in `GP_TITLE` that contains `palogo` elements:
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| entry | elements |
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|---|---|
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| 10, 13 (publisher twins) | `palogo_eff0.prm`, `palogo_sqex`, `palogo_sqex_eff` |
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| 11, 14 (developer twins) | `palogo_eff0.prm`, **all three logos and all three glows** |
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Four entries, and each developer entry declares the **complete set of six**. So
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whichever bundle was active across frames 94–211 — entry 11, entry 14, or both in
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turn — it declared the logos *and* the glows, while the game drew two sprites at
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a time in disjoint phases.
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**⇒ Only a subset of a bundle's elements is drawn at any moment, whatever the
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bundle-loading story is.** The conclusion does not depend on resolving how many
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bundles are involved, which is why the texture-base test's failure no longer
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matters.
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✅ So "a bundle is a palette, not a script" is **reinstated** — this time by
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eliminating the alternative rather than by assuming it away. The route that
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worked was not a better capture but asking what the competing hypothesis would
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*require on the disc*, and finding it absent.
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