re: the developer splash renders -- screen 1 of 5 finally has a composite
Two pages of this corpus disagreed. MISSION says the splash "is the RATC screen, which already renders"; ui-paint-order-key.md says it "cannot be rendered by screen render at all". Running the tool both ways settles it. screen list --all shows all 16 GP_TITLE entries instead of 12, and the four the default listing drops are the splash, each half shipped twice: entries 10 and 13 are the white SQUARE ENIX publisher logo, entries 11 and 14 the GAME ARTS / SETA / studio anima developer logos. Entry 11's seven elements are the three logos, their three _eff glows and the palogo_eff0.prm backdrop -- exactly the composition ui-paint-order-key.md had measured for the splash without being able to draw it. So the "cannot be rendered" line is wrong and is corrected in place. What is true is narrower and worth keeping: the splash is invisible to the DEFAULT listing because is_build wants a .rat child, so anyone who does not pass --all concludes it is missing. That goes in METHOD -- a default filter can hide a whole screen and the corpus will record it as absent. The payoff is for the port rather than for the RE: the first of the five screens now has a reference composite, which it did not have. Marked amber on one point -- there is no framebuffer capture of the splash in this repo, so the match to the running game is by description against the milestone-1 notes, not by pixels.
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@@ -254,8 +254,15 @@ authored version can be deleted.
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* **The GamePart id table** — 29 entries at `.rdata 0x820A1630`, confirmed by the
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executable's own registration strings. ✅ This is the screen vocabulary; which
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button reaches which entry is Q4 and is *not* part of it.
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* **The logo splash is a screen, not a video.** `logo1`–`logo4` are
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manifest-bound with no `.wmv` on the disc. ✅
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* **The logo splash is a screen, not a video, and it renders.** `logo1`–`logo4`
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are manifest-bound with no `.wmv` on the disc. ✅ The screen is **two** bundles
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in `GP_TITLE.pak`, each shipped twice: entries **10/13** the white
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`SQUARE ENIX` publisher logo, entries **11/14** `GAME ARTS`/`SETA`/`studio
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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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* **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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