docs/re: two ground-truth paint permutations, and four more refutations
Deriving the child order from the bundle is what the port needs, so this collects data rather than guessing. Both multi-element screen objects live on the title: * a 7-element bundle paints 0 2 4 6 1 3 5 — evens then odds, a stable partition; * the 24-element title build paints 9 11 12 10 13 6 20 19 14 15 18 16 17 0 2 4 7 1 3 5 22 23 21 8. Two things the pair establishes. The list is GROUPED, not shuffled: elements sharing a sprite are contiguous (ptlogo1's three instances at slots 13-15, ptlogo2's at 17-19, the back2eff family at 8-12). And the five single-keyframe elements lead — exactly elements 9,10,11,12,13 have one keyframe, and the list opens with all five, which is a file-visible property. Refuted on this data: first-keyframe time and resting time (back2eff1 starts at 52 and rests at 56, yet paints after back2 at 66/80), declaration order and its reverse, and the RATC child order (ptbase2 is child 4 and paints first while ptlogo1 is child 0 and paints fourteenth). Not settled, and said so: the rule. The group CONTENTS are explained; the group ORDER is not, and two permutations are too few to build it.
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@@ -146,3 +146,51 @@ Until it is derived, a reimplementation has two honest options: hard-code the
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captured order for the screens that have been captured, or paint in declaration
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order and accept that the title screen composites wrongly. The first is what the
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evidence supports; the second is what the viewer does today.
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## Two ground-truth permutations, and what they rule out
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Deriving the child order from the bundle is what the port needs, so the first
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step is data. Both live screen objects with more than one element, read off the
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title screen:
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**A 7-element bundle** (pivots `(640,360) (250,36) (260,46) (120,44) (130,55)
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(194,68) (204,78)` — three pairs 10 px apart plus a full-screen layer):
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```
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paint order (child slots): 0 2 4 6 1 3 5
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```
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— the **even** declaration indices in order, then the **odd** ones. A stable
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partition into two groups, nothing more.
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**The 24-element title build:**
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```
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paint order: 9 11 12 10 13 6 20 19 14 15 18 16 17 0 2 4 7 1 3 5 22 23 21 8
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```
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### What the pair shows
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* **The list is grouped, not shuffled.** Elements sharing a sprite are
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contiguous: `ptlogo1`'s three instances (0,2,4) at slots 13–15, `ptlogo2`'s
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(1,3,5) at 17–19, the `back2eff*` family at 8–12. The 7-element bundle's
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even/odd split is the same phenomenon in miniature if its evens and odds are
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two sprites.
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* **The five single-keyframe elements lead.** In the title build, exactly
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elements 9, 10, 11, 12, 13 have one keyframe, and the child list opens with
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9, 11, 12, 10, 13 — all five, before anything animated. That is unlikely to be
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chance (5 of 24 in the first 5 slots), and it is a *file-visible* property.
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### Refuted as the ordering key, on this data
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* **first-keyframe time** — `back2eff1` starts at t=52 and paints *after*
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`back2` (t=66);
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* **resting-keyframe time** — same pair, 56 against 80;
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* **declaration order and its reverse** — neither, obviously;
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* **the RATC child (sprite) order** — the group order does not ascend in it
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(`ptbase2` is RATC child 4 and paints first; `ptlogo1` is child 0 and paints
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fourteenth).
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**Not settled:** the rule. Two permutations are enough to kill the simple
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candidates and not enough to build the real one — the group *contents* are
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explained (same sprite), the group *order* is not.
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