re(ui): deliver the measured splash sequence the port has to author
The activation decision is code, and MISSION already says the port authors the sequence -- so the useful move is to hand over the sequence measured rather than chase the code. From the 235-frame draw capture, at 1 frame = 1/30 s (2 units/frame, 1 unit = 1/60 s, both settled in Q1): publisher: SQUARE ENIX logo f1-90 90 frames 3.00 s+ at 0.00 (gap, nothing drawn) f91-93 3 frames 0.10 s at 3.00 developer: both glows f94-115 22 frames 0.73 s at 3.10 developer: both logos f116-211 96 frames 3.20 s at 3.83 Three limits, stated with the numbers rather than after them. The capture opens with palogo_sqex already at a=255, so the publisher phase began before the window and 3.00 s is a FLOOR -- every "starts at" is relative to the capture, not to boot. palogo_anima and palogo_anima_eff get 0 draws in all 214 frames, so a third pair's phase is not in this measurement. And it is one capture, one run: the glow->logo switch being a single frame boundary with no overlap is a strong shape, but each duration is one sample. What is solid is the part that matters: the 0.73 s and 3.20 s phases are each within 2% of their element's declared span, so the durations are the bundle's own and only the ordering is authored. That is the difference between a port transcribing timing and inventing it.
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docs/re/data/splash-phase-timeline.txt
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docs/re/data/splash-phase-timeline.txt
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# Measured splash phase timeline -- from docs/re/captures/ui-timing/splash-build-draws.log
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# 2026-08-29. Frames are VdSwap counts; 1 frame = 1/30 s (2 units/frame, 1 unit = 1/60 s).
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#
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# phase frames n seconds start (rel. capture)
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publisher: SQUARE ENIX logo 1-90 90 3.00+ 0.00 <- floor: already at a=255 on f1
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(gap, nothing drawn) 91-93 3 0.10 3.00
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developer: both glows 94-115 22 0.73 3.10
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developer: both logos 116-211 96 3.20 3.83
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#
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# palogo_anima / palogo_anima_eff: 0 draws in the whole 214-frame window.
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# The glow->logo switch is a single frame boundary (f115 -> f116), no overlap.
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