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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@@ -238,3 +238,9 @@ agent's loop prompt, i.e. nowhere durable. See [`README.md`](README.md) for the
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wrong state and produced a confident refutation of a live hypothesis. When a
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transition sets more than one field, read the whole block, not the one store you
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were looking for.
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* **A default filter can hide a whole screen, and the corpus will record it as
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absent.** `screen list`/`render` filter on `is_build`, which needs a `.rat`
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child; the developer splash has none, so it never appeared — and a page ended up
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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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@@ -35,6 +35,11 @@ neighbourhood, not just the line.
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## Screens, classes and RTTI
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* "the developer splash cannot be rendered by `screen render` at all" → it can,
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with **`--all`**. It is only invisible to the *default* listing, which filters on
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`is_build`. [`ui-title-build-map.md`](ui-title-build-map.md)
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* "the four `GP_TITLE` entries that are not screen builds are unidentified" → they
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are the **splash**: 10/13 the `SQUARE ENIX` logo, 11/14 the developer logos.
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* ~~"the boot title is phase 2 and the attract title is phase 4 state 0, and only
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phase 2 handles Ⓐ" → refuted~~ — **the REFUTATION is withdrawn.** The test
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assumed Ⓑ lands in phase 4 state 0; the event-0 block actually sets
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BIN
docs/re/captures/title-builds/splash-entries-rendered.png
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docs/re/captures/title-builds/splash-entries-rendered.png
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@@ -84,10 +84,16 @@ Verified three ways rather than by a green build:
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([capture](../captures/mission-select-derived-order.png)).
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**Found on the way, and worth its own line:** the developer-logo splash bundle
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has no `.rat` child, so `ui_layout::is_build` rejects it and the compositor never
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sees it. Its measured order is therefore inert in practice, and the splash cannot
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be rendered by `screen render` at all. That is a separate gap in what counts as a
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"build", not a paint-order question.
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has no `.rat` child, so `ui_layout::is_build` rejects it and the **default**
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`screen render` never sees it.
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⚠️ **Corrected 2026-08-28:** the sentence that used to end this paragraph — "the
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splash cannot be rendered by `screen render` at all" — is **wrong**. It can:
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`screen render --all` widens the enumeration past `is_build` and the splash
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composites fine, both halves.
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[`../ui-title-build-map.md`](../ui-title-build-map.md) has the renders. What is
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true is narrower: it is invisible to the *default* listing, so anyone who does not
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pass `--all` will conclude it is missing.
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## What the change did to the screens that were already verified (2026-08-19)
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@@ -43,8 +43,8 @@ English versus Japanese**: build 7 is the title art with the katakana subtitle
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H the two members render **byte-identical PNGs** — the archive still carries two
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copies, but the artwork does not change with the language.
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Pairs F and G are the four entries `screen list` does *not* classify as builds.
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They are not identified here.
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Pairs F and G are the four entries `screen list` does *not* classify as builds by
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default. **They are the developer splash**, and they render — see below.
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## The map
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@@ -63,6 +63,32 @@ Contact sheet of every render:
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| 9 | the same, Japanese | 🟡 as above |
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| 10, 11 | the same `DELTASABER` plate as build 0, over a dark circuit-line background | ❔ **not observed running** |
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## ✅ The splash — the four "non-build" entries, rendered
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`screen list --all` widens the enumeration to every composable bundle and shows
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all **16** entries. The four that the default listing drops are the two halves of
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the developer splash, each shipped twice:
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| entry | elements / sprites | what it is |
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|---|---|---|
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| **10, 13** | 3 / 2 | the white **`SQUARE ENIX`** publisher logo |
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| **11, 14** | 7 / 6 | **`GAME ARTS` / `SETA` / `studio anima`** — the developer logos |
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[`splash-entries-rendered.png`](captures/title-builds/splash-entries-rendered.png).
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Rendered with `screen render --all --primitives --black`. Entry 11's seven
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elements are the three logos, their three `_eff` glows and the
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`palogo_eff0.prm` black backdrop — exactly the composition
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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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**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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**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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title, the main menu, the `EXTRAS` submenu, the `LOAD GAME` slot list, the
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