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.
This commit is contained in:
Sylpheed RE agent
2026-08-29 05:00:54 +00:00
parent 7156591654
commit 7988f52ce7
3 changed files with 52 additions and 0 deletions

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# Measured splash phase timeline -- from docs/re/captures/ui-timing/splash-build-draws.log
# 2026-08-29. Frames are VdSwap counts; 1 frame = 1/30 s (2 units/frame, 1 unit = 1/60 s).
#
# phase frames n seconds start (rel. capture)
publisher: SQUARE ENIX logo 1-90 90 3.00+ 0.00 <- floor: already at a=255 on f1
(gap, nothing drawn) 91-93 3 0.10 3.00
developer: both glows 94-115 22 0.73 3.10
developer: both logos 116-211 96 3.20 3.83
#
# palogo_anima / palogo_anima_eff: 0 draws in the whole 214-frame window.
# The glow->logo switch is a single frame boundary (f115 -> f116), no overlap.