re: the splash confirmed against the running game, and timed
Closing the amber I raised last iteration: the splash renders had no framebuffer capture to diff against. Recording the boot from the moment the window appears, at 2 fps, catches it before the movie. Both halves match their own render at zero shift, each with the OTHER half as a negative control: publisher frame 0.9146 against entry 10 and 0.027 against entry 11; developer frame 0.9792 against entry 11 and -0.033 against entry 10. The EN/JP twins score 0.876 and 0.966, so the test tells a screen from a different screen but cannot tell a pair apart, and I have said so rather than implying it discriminates. The recording also times the front of the boot, which Q6 and Q7 only had from the title onward: SQUARE ENIX from about 0.5 to 4.0 s, black, developer logos from about 5.0 to 7.5 s, black, then ADV.wmv from about 9.5 s. One trap avoided and written into METHOD. The frames around 9.5 to 12.5 s show SQUARE ENIX again in cyan, and read from the capture alone that is a third logo screen. It is not -- it is the intro movie's own opening, which the milestone-2 notes describe as white SQUARE ENIX plus cyan glow plus red diamonds. A logo appearing twice may be two different things.
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@@ -261,8 +261,11 @@ authored version can be deleted.
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anima`. ⚠️ They are **invisible to the default `screen list`/`render`** —
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`is_build` rejects them for having no `.rat` child. Pass **`--all`**, which
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renumbers `--build`. So the first of the five screens does have a reference
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composite. 🟡 No framebuffer capture of the splash exists in this repo, so it
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is matched to the running game by description only.
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composite. ✅ **And a capture**: both halves edge-correlate to their renders at
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**0.91** and **0.98** at zero shift, each rejected by the other (0.03, −0.03).
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✅ **Timed**: `SQUARE ENIX` ≈ 0.5–4.0 s, black, developer logos ≈ 5.0–7.5 s,
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black, then `ADV.wmv` from ≈ 9.5 s. ⚠️ The cyan `SQUARE ENIX` at ≈ 9.5 s is the
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**movie's** opening, not a third splash screen.
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* **Sprites carry their own labels.** No font rendering or localisation is needed
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for this milestone. ✅ — and the localisation is *already baked in*: the
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Japanese screens are separate builds in the same pak, not a text swap.
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@@ -244,3 +244,8 @@ agent's loop prompt, i.e. nowhere durable. See [`README.md`](README.md) for the
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stating it "cannot be rendered at all". It renders fine under `--all`. When two
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pages disagree about whether something exists, run the tool both ways before
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believing either.
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* **A logo that appears twice may be two different things.** The boot shows
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`SQUARE ENIX` at ~2 s and again at ~10 s; the first is the splash screen, the
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second is the intro movie's own opening frame. Reading the capture alone gives
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"three logo screens". Cross-check a repeat against what is *supposed* to be
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playing at that moment before counting it as its own screen.
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BIN
docs/re/captures/title-builds/live-splash-developer.png
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docs/re/captures/title-builds/live-splash-developer.png
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docs/re/captures/title-builds/live-splash-publisher.png
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docs/re/captures/title-builds/live-splash-publisher.png
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@@ -81,13 +81,43 @@ elements are the three logos, their three `_eff` glows and the
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[`structures/ui-paint-order-key.md`](structures/ui-paint-order-key.md) measured
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for the splash.
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The pair matches the milestone-1 description of the running splash from the
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emulator work — white `SQUARE ENIX`, then `GAME ARTS`/`SETA`/`studio anima`.
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🟡 There is **no framebuffer capture of the splash in this repo** to diff against,
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so that correspondence is by description, not by pixels.
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### ✅ Confirmed against the running game — 2026-08-28
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**So the first of the five screens now has a reference composite**, which it did
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not before.
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The 🟡 above ("no framebuffer capture to diff against") is closed. Recording the
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boot from the moment the window appears, at 2 fps, catches the splash before the
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movie:
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[`live-splash-publisher.png`](captures/title-builds/live-splash-publisher.png),
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[`live-splash-developer.png`](captures/title-builds/live-splash-developer.png).
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Edge-correlated against the renders, **with the other half as a negative
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control**:
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| capture | vs entry 10 | vs entry 11 |
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|---|---|---|
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| publisher frame (t ≈ 2.0 s) | **0.9146** @ (0,0) | 0.027 ✗ |
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| developer frame (t ≈ 6.0 s) | −0.033 ✗ | **0.9792** @ (0,0) |
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Both halves match their own render at zero shift and are firmly rejected by the
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other. The `13`/`14` twins score 0.876 / 0.966 — near-identical artwork, so this
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test cannot tell a pair apart, only a screen from a different screen.
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### ✅ And the splash is timed
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| | |
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|---|---|
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| `SQUARE ENIX` on screen | **≈ 0.5 → 4.0 s** after the window appears |
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| black | ≈ 4.5 s |
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| `GAME ARTS` / `SETA` / `studio anima` | **≈ 5.0 → 7.5 s** |
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| black | ≈ 9.0 s |
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| `ADV.wmv` begins | **≈ 9.5 s** |
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⚠️ The frames at ≈ 9.5–12.5 s show `SQUARE ENIX` again in **cyan**. That is not a
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third splash — it is the intro movie's own opening, which the milestone-2 notes
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describe as "white SQUARE ENIX + cyan glow + red diamonds". A capture-only reading
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would have recorded a third logo screen that does not exist.
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**So the first of the five screens now has a reference composite, a framebuffer
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capture, and its on-screen durations.**
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**Reach of the two negatives.** Builds 0/1 and 10/11 were looked for in: the whole
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boot sequence (a 5 s-cadence filmstrip from launch to the title, ~190 s), the
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